Unofficial CDI-Improving The Focus

Unofficial CDI-Improving The Focus

in Elementalist

Posted by: FrownyClown.8402

FrownyClown.8402

Hey all, I wanted to start another discussion about how ANET can improve the focus for the elementalist. Some rules for this discussion is to please keep it professional and on topic. The purpose of this is to give the balance team a clear understanding of what the community feels is lacking and how to change it.

Here are a few rules for the suggestions:

. You must not disregard the “role” of an elementalist
. You must give a valid explanation for each suggestion
. The suggestion cannot over complicate balancing for the developer
. You must first give an introduction of what you feel is wrong with the focus.

For those of you who do not know, ANET has defined the elementalist as more of a jack-of-all trades profession. This means it cannot out perform classes in their strongest areas, but it can out perform classes in their weakest areas. An example of this would be the mobility a necromancer has or the damage mitigation that a guardian has. Basically, it can have a little bit of everything.

Below, I am going to give my suggestions as well as layout the general format it should be. Feel free to add traits specifically for the focus, but make sure you replace it with an underused trait (example: Serrated Stones changes to take 15% less damage while focus is equipped).


Bad Elementalist

Unofficial CDI-Improving The Focus

in Elementalist

Posted by: FrownyClown.8402

FrownyClown.8402

Overview of the Focus

Currently, the focus is lacking in areas such as pvp and wvw. It has its uses in some pve (mainly being its ranged weapon deflection for certain dungeons). The reason I feel it is underused is because it is designed to be a mid to close-range weapon; it is a skirmishing weapon. Most of the skills are single target and require you to have a target as opposed to the offhand dagger which is mostly pbAoE. The problem with this is you constantly lose your target because of stealth, more than one person is attacking you at once and it really offers nothing for your allies. What I mean by it offering nothing to your allies is that you either build tanky and sit there doing no damage for your team or you are built for dps and you are constantly being downed. What I want to see for changes is mostly quality of life changes that can improve the over all performance in skirmishes.

Fire Attunement

The two skills that are offered currently is “Firewall” and Fire shield".

Firewall- The problem I see with this is it lacks utility. You need to give a reason for your opponent to not want to cross it. I feel that instead of a burn, it should provide explosion damage to whoever crosses it. Currently, the focus lacks substantial dps and most classes can actually out heal what is being thrown on them.

Fire Shield-I don’t think it needs to be changed. It has good synergy with some traits and offers added damage. Longer might duration would be wonderful.

Water Attunement

The two skills in water attunement are “Freezing Gust” and “Comet”.

Freezing Gust- I think this skill is wonderful to gain much needed distance on the enemy and set up for bursts. The main problem I am seeing is it will go on a 3s cool down most of the time. You have to be right in front of the opponent for it to work as opposed to “Comet” or “Gale” which will actually hit enemies behind you. Personally, I see the focus as more of a hit and run type weapon. Being able to land a freeze while you are running will encourage more people to roam with this weapon (ability to run away) and it will help set up important bursts.

Comet-I see two problems with this weapon; it requires a target and it is small. I can’t tell you how many times I have missed a key daze because a thief went into stealth. Allowing a free cast on this would eliminate the need for a target. I also would like to see the radius be increased to something closer to 180 or 240. This would help defensively if multiple targets are trying to attack you at once. Now, you would be able to daze a group of enemies instead of just that one.

Air Attunement

The two skills air attunement offers is “Swirling Winds” and “Gale”.

Swirling Winds- This is an awesome utility, however all it does is delay 6 seconds until you die. For example, a ranger is slamming some dps on you from range and you pop it.
You have to travel that distance within 6s and most often they will run outside the circle. The skill goes off in a radius around you. That radius is 400. That means you actually have just a 200 radius from you to the enemy. This skill should also have a free cast. You can put the skill in front of you and utilize the full range. I also feel that you and your allies should gain swiftness within the circle. The reason for this is because the weapon offers no form of swiftness while the dagger and staff do. This would also help with catching enemies that are far away.

Gust- The skill is fine as it is.

Earth Attunement

The two skills offered in earth attunement are “Magnetic Wave” and “Obsidian Flesh”.

Magnetic Wave- This skill literally has everything. It reflects, cripples, clears conditions and it does some decent damage. The main problem is it is mainly utilized strictly for clearing conditions. I don’’t really notice the fact that it reflects because of the short duration or that it cripples because everyone just clears it. To fit more into the theme of a defensive type weapon, I feel that it could also apply protection to you and your allies on use. This would technically be your “oh kitten” button for when obsidian flesh is on cooldown and gives support utility to the team.

Obsidian Flesh- This is a great skill, but too often gone when I need it. Reduce the CD by 10 seconds.


Bad Elementalist

Unofficial CDI-Improving The Focus

in Elementalist

Posted by: Relshdan.6854

Relshdan.6854

i love the weapon and not sure fixing it’s few flaws should be a priority for ANet……….would actually prefer they add some traits to improve it instead.

but with that said, i agree that firewall as anything outside of a long fire field is lackluster. it’s damage capability needs improved if its to have some area-denial element to it.

i like your change to freezing gust.

also, the cast time on swirling winds annoys me….would prefer it be insta-cast, but that’s a nit-pick. other wise, it’s a great skill.

and earth attunement for me is flawless….both skills are fantastic and lower the cd for either should only occur through the introduction of a focus-enhancing trait.

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