WEAPONS: Which ones? Eles reimagined.
What I would like to see is a reworking of the attunement system, and a way to make the individual attunements viable for specialisation.
Weapons being a choice on how to express the attunements.
-Daggers being in your face and aggressive. (high dps. low defence skills, leap finishers)
-Scepters being used for support (Med/low dps, high support boons)
-Staff being used for the AoE. You want to spread effects or damage all over the place. Use a staff. (Med dps, med support, large AoE
-Focus being a great defensive tool (low dps, high defence utility)
As with attunements. As I see it now, everyone just goes for arcane and water to get the much needed survivability. And because of the hiiiiiigh high CD’s we have, we use almost every attunement in even small fights. Specializing in a one or two attunements only severely cripples your preformance. If you want to be a d/d fire mage, sure you could. but you’d only be able to do a significant burst every 45sec, because of the ridiculous CDs.
I’d like to see a possibility to specialize into the various attunements, reducing the CDs so that abilities will be on par with other classes. Ofcourse “specialization” means you get worse at other attuments. For example, the fire mage wouldnt be very good at water magic, Air vs Earth. That sort of idea. Also, I’d like to see some sort of gameplay mechanic for each attument.
-Fire: Blind, burning, might. Consuming burning on enemies for extra burst?
-Water: Chill, regen, flat heals.
-Air: Hard CCs, root, stun, kd, vulnerability and mobility
-Earth: Protection, kd, cripples, bleeds, invulnerability. I’m talking tank with a little con damage here. Self cripples for more invul.
TLDR; Change the way the very clunky attument systems works and our traits. I want to see specialisations in attuments and not just everything in water and arcane to be able to keep standing during a fight.
(edited by Rulakh.3614)
I agree with Rulakh.
We should be able to specialize in 1/2 elements and still be viable.
Right now, everybody sorta loses their mind when I say that I hardly ever leave Fire attunement with Staff.
“You have to rotate your attunements or your wasting DPS/utility/potential!”
Honestly, I don’t get it. I get by just fine with my Fire Staff playing. Sure, I’m a bit squishy, but that’s what mages do, right? They deal damage, but are less capable of taking it.
I think staff should be long range single target damage with a little sprinkle of AoE support (water should stay the same) and control. Most of the Aoe should be on the 4th and 5th skill on each attunement.
water, air earth 1,2,3 should be faster projectile single target damage.
fire should be faster AoE (300 range around target) damage.
Also we should get a pistol to go in hand with the scepter, since dagger’s range contradicts the scepter’s range and focus just sucks.
This is an mmo forum, if someone isn’t whining chances are the game is dead.
I would like to see off-hand Scepter, off-hand Sword and Rifle.
Off-hand Scepter would offer more support and visually dexterous use of magic. Putting up magnetic reflection walls with Earth, targetted stunning ice cage, fiery tornado for area damage and weakness etc.
Off-hand Sword would give highly offensive ST attacks, both range and melee. Beams of fire, electrically charged slashes, water blades knocking enemies etc.
Magic ammunition and payloads with the Rifle, long range DPS with short range/long cooldown CC; Precise offensive magic:
Fire
Incendiary Rounds – Applies 1 sec burning every hit
Precise Inferno – High damage to target, burning to enemies in an AoE
Hot Shot – Rapidly shoot in an arc, putting down a wall of fire towards each enemy hit
Glythic Detonation – Tag your enemy with a glyth infused round, every hit for the next X seconds against that enemy are 100% crit and cause 1 sec of Burning
Water
Ice Bullets – 20% chance to apply Chilled and Crippled
Freeze Ray – Channeled attack, immobilises target for 3 seconds, stuns in a block of ice at the end of channeling
Spine Chiller – Applies Chilled to the enemy, high damage if they’re below 30% health
Air
Charged Shots – 20% chance to Daze on hit
Bring the Thunder – Fire into the air to knock back nearby enemies
Sniper Strike – Fire into the air to hit an enemy with lightning, very long range, high damage
Earth
Pebble Buckshot – Short range cone auto attack, causes Bleed
Bunker – Root yourself, gain stability and increase the range of all attacks for X seconds
Boulder Slug – Fire a shot which picks up rocks as it travels, dealing more damage the higher the range
Seismic Round – Briefly knock down enemies in a targetted location
Just throwing that out there, best I can think of on the spot. It’s something I’d like to see.
Unfortunately all these great idea will fly right by anet. For what it’s worth support.
With elementalist, at least how I imagine them and partially how they’re portrayed with the conjures, I see them being able to use any weapon and apply magic to it. Of course, if they had a weapon range like say, warrior, that’d be kinda ridiculous with the twenty skills they already have.
Regardless, I still think at least eles should get sword and a damage bump on dagger. I mean, dagger is a melee weapon after all. Shouldn’t it not do as much damage, if not less so than ranged damage in the game? Give ele some kitten good melee weapons and I’d be a pig in kitten.
I want short bow for ele, theres only two classes that can use shortbow, ele would be a good candidate for a third.
I want short bow for ele, theres only two classes that can use shortbow, ele would be a good candidate for a third.
Yes i want ele w/ shortbow too, can be fantastic and it can improve its range.
Mainhand sword. Thematically fits the wizard role, and dagger is the only other melee choice.
:)
With elementalist, at least how I imagine them and partially how they’re portrayed with the conjures, I see them being able to use any weapon and apply magic to it. Of course, if they had a weapon range like say, warrior, that’d be kinda ridiculous with the twenty skills they already have.
Regardless, I still think at least eles should get sword and a damage bump on dagger. I mean, dagger is a melee weapon after all. Shouldn’t it not do as much damage, if not less so than ranged damage in the game? Give ele some kitten good melee weapons and I’d be a pig in kitten.
Uhm, Elementalists have 20 skills on 1 weapon set. What about the 5 skills you get on Frostbow, Lightning Hammer, Fire Axe, Earth Shield and Fiery Greatsword? This also puts the ele in range of the amount of weapon types Warrior wields? :P
I think something like this would be cool for a sword ele:
Fire:
1.
A. Fire lash: Lash out with your sword aided by the power of fire. Range: 450 Cast time: .1 second Enemies hit: 5
B. Burning edge: Bring your enhanced sword backdown on your foes. Range: 450 Cast time: .1 second. Enemies hit: 5
C. Impact: Deliver a powerful uppercut with your sword, causing an explosion on impact and blinding nearby enemies. Range: 450. Cast time: .2 seconds. Enemies hit: 5
2.
A. Fire Leash: extend a tendril of fire out towards your foe, teathering them with fire and burning them every second they are teathered. Range: 900 Cast time: .5 seconds. Enemies hit:1. Teather duration: 3 seconds
B. Retrieval: Retireve your flaming leash. Range: 900. Cast time: .5 seconds. Knockdown duration: 1 second
3. Backdraft:
Stab your sword into the ground causing a backdraft that deals heavy damage and locks back your foes.
Damage: 1900. Radius: 240. Cast time: .5 seconds. Knockback range: 100. Knockdown duration: 1.5 seconds
Water:
1. A. Current: slice your blade across your foes driven by the current of the ocean.
Range: 450. Cast time: .1 second. Enemies hit: 3
B. Crash: bring your sword down on your foes with the power of a crashing wave: range: 450. Cast time: .2 seconds. Enemies hit: 3
2. Whirlpool: summon a whirl pool to protect around you, giving out AoE healing and damage.
Radius: 180. Cast time: .2 seconds. Duration: 5 seconds. Healing: 700 health per pulse. Damage: 750 per pulse. 1 pulse per second. Foes hit: 5
3. Torrent: Rush forward in a surge of water, stunning your foe: Range: 900. Cast time: .4 seconds. Stun duration: 1 second
Earth:
1. A. Obsidian Wrath: slice your fle with the extended reach of Obsidian: Range: 450. Cast time: .2 seconds. Does hit: 5
B. Obsidian Revenge: Follow up with a second, more powerful strike that crippled your for: Range: 450. Cast time: .2 seconds. Foes hit: 5
C. Obsidian Destruction: finish your foe with a massive strike that nothing survives:
Range: 500 Cast time: .4 seconds. Foes hit: 1. Damage: 1500
2. Earthen Tendrils: Plunge your sword into the earth, summoning tendrils all around you that immobilize foes: Radius: 260. Cast time: .5 seconds. Immobilize duration: 4.5 seconds. Tendril duration: 5 seconds. Pulse: Every 2.5 seconds. Damage per pulse: 1000
3. Surge: Surge forward with the pulse of an Earthquake, knocking down all foes in your path. Range: 600. Cast time: .3 seconds. Knockdown duration: 2 seconds
Air:
1. A. Aerial strike: Strike as fast as wind, damaging your foes: Range: 450. Cast time: instant. Enemies hit: 5
B. Brilliant slash: slash your foe with a strike so fast it cuts straight through even the strongest materials. Range: 450. Cast time: .1 seconds. Enemies hit: 5. Damage: 1000
C. Electric release: Stab at your foe, electrifying the air around your sword: Range: 450. Cast time: .2 seconds. Damage: 600. Stun duration: .5 seconds
2. Thunderbolt: Summon a thunderbolt to conduct through your sword and into the earth, damaging all foes around you: Radius: 260. Cast time: .5 seconds. Damage: 1200
3. Electric reaction:launch an arc of lightning at your foe which spread to all of the surrounding foes, dazing them all. If there are no surrounding foes, the foe is electrocuted with high voltage and stunned. Range: 900. Daze duration: .5 seconds. Stun duration: 3.5 seconds. Cast time: .5 seconds. Damage when arced: 700. Damage with no arc: 1500
Just my thoughts. What do you guys think?
With elementalist, at least how I imagine them and partially how they’re portrayed with the conjures, I see them being able to use any weapon and apply magic to it. Of course, if they had a weapon range like say, warrior, that’d be kinda ridiculous with the twenty skills they already have.
Regardless, I still think at least eles should get sword and a damage bump on dagger. I mean, dagger is a melee weapon after all. Shouldn’t it not do as much damage, if not less so than ranged damage in the game? Give ele some kitten good melee weapons and I’d be a pig in kitten.
Dagger needs some mobility/internal survivability, damage is fine tbh. on the PvE end I find I’m often dying cause I have no way outside of evades to mitigate damage, unlike other damage dealers like thief, necro, or mesmer(ignoring utility skills) and in PvP/wvw you can’t disengage like every other damage class without blowing major cd’s and on top of that you have to waste all your potential damage traits on survivability ones cause your internal survivability is trash( a combination of lack of skills and high cd’s)