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Posted by: Super Riceman.8702

Super Riceman.8702

Ele is not ’ok for the most part"

Water Blast: Make this ground targetable

The healing aspect of this skill is unusable unless you or your allies are in melee range of your target. If you can target the ground you can more easily heal yourself or allies since you are not reliant on the enemy’s position or facing the ground. Kinda like a better version of faithful strike.

Unsteady Ground: Make it apply torment instead of cripple.

Cripple doesn’t make sense since there is already access to immobilize on this weapon and torment benefits from condi dmg (coincides w/ the earth attunement/traits) rather than cripple (benefits from condition duration which would fit more w/ fire tree). It would have the same effect as cripple (reducing enemy movement) but benefit from condi dmg.

Gust: Lower the cooldown to 20s

It only knocksback which is the weakest CC of them all, but for some reason it has a stupid long cd.

Churning Earth: Make it not slow your movement.

The skill has a long cast time and locks you in-place, unless a-net expects you to always slot lightning flash to land this, it should be changed. The enemy would still be able to dodge or interrupt you but at least it would be okay.

Flamewall: Make the field duration extended by 1s every time an enemy enters

There is no fear when the enemy enters this field, it will do nothing to deter them. At least in this way, it would discourage them because they wouldn’t want to help you.

Fire Shield: Make it convert 1 boon on the enemy to burning, still grant might

The auras are all designed to deter the enemy from attacking you but the might is not worth taking the hit and the burn is not strong enough to deter one. Boon removal would prevent them from attacking as much but not be the same effect as other auras.

Freezing Gust: Steal all the targets movement buffs (superspeed, swiftness, vigor) and transfer all your slows (cripple, chill, immobilize)

Comet: Reduce the cast time to 1/4s

Gale: Reduce the cooldown to 35s

Arcane Blast: Make it transfer a condition and pierce.

No arcane skill that deals w/ conditions, even the combos won’t help u w/ that. It is kinda weak too.

Cleansing Fire: Reduce the cooldown to 35s

Lightning Flash: Make it a leap finisher

Mainly for staff; it would give them another aoe heal, aoe daze, fire and frost armor.

Mist Form: Make the conditions not tick down while in this form.

Its unfair that it makes u immune to power damage but not condi, and attributes to the condition bias in this game. It wouldn’t allow you to pull off uninterrupted heals but it would be good again

Conjures: Make autoattacks not count against charges

All of them are so weak it doesn’t make sense to count against the few charges you have.

Conjure Earth Shield: Make it break stun for the creator and any allies in 100aoe of the 2nd shield.

It would still be a fairly long cooldown but it would be a way for conjures to break stuns and have an advantage over the other ones.

Magnetic Shield: Reduce cast time to 1s, increase target limit to 5

Fortify: Remove self-rooting effect

Lava Axe: Projectile Finisher

Explosive Axe: Blast Finisher

Burning Retreat(Lava Axe): Cures cripple, chill and immobilize

Conjure Lightning Hammer: Creates static field around 2nd hammer.

Deep Freeze: Remove the self rooting effect

Glyph of Elemental Power: Instead of a chance, it should be guaranteed to apply for the next 5 attacks, switch cripple w/ bleed

Glyph of Elementals: Earth takes 1 cc intended for you after summoned, Fire takes retal and confusion dmg for you, Water pulls 2 conditions to itself when summoned and every 25s

Glyph of Storms: Transfers a condition each time it hits.

Because its reliant on a target, the enemy can still avoid the area or interrupt them to prevent condition removal

Signet of Fire: 2s of quickness on activation instead of burning

Flame Barrier: 45% chance on all attacks in all attunements

Burning Precision: gain 5s fury when you burn foes, cooldown 5s

One with Fire: Transfers 1 condition whenever flame barrier triggers

There are no condi removal traits that are not in water/arcana

Persisting Flames: Fire fields give 1s stability per sec and take 1 boon on foes per sec

Tempest Defense: Reduce cooldown to 40s

Serrated Stones: Bleed an enemy when you are critically hit

This would benefit from both stats in the earth tree

Diamond Skin: 55 toughness for each stack of might

This would make so many fire traits d’awwesome, huge benefit to fire shield

Also no balance changes next patch so don’t play until October 15th
https://forum-en.gw2archive.eu/forum/pvp/pvp/No-Balance-for-sept-17-oct-1-patches/first#post2782603

There is only one god and its name is nerf. There is only one thing we say to nerf, not today

(edited by Super Riceman.8702)

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Posted by: Neek.9531

Neek.9531

I think I heard my elementalist stop crying for a second when I read this.

[DI] Main Elementalist: Zepdo, Alts: Warrior, Mesmer,Thief.

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Posted by: Terra Dactyl.2047

Terra Dactyl.2047

My elementalist cries every time I read the elementalist forums.

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Posted by: Super Riceman.8702

Super Riceman.8702

Some mo ideas

Tornado: Change to not be a transform, creates a tornado that moves 1200units in front of you launching foes w/ a 150 radius, cooldown 60s (Janna)

Ether Renewal: Change type to arcane skill, increase base cd to 18s

This would give more advantages to e.r. and arcane since it can apply conditions to nearby foes (Elemental Surge and Shard of Ice) but it also can restore endurance w/ Arcane Energy. Would recharge almost as fast as now w/ arcane mastery

Dragon’s Tooth: Activatable a 2nd time to drop the tooth instantly but recharge is 3x normal.

There are some guardian skills that have a 2nd activation for a improved effect but longer recharge. This is the same idea so an ele can decide between 1 instant tooth or 3 delayed ones.

We have to keep this thread alive or else devs will nerf us again

There is only one god and its name is nerf. There is only one thing we say to nerf, not today

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Posted by: Knote.2904

Knote.2904

Gust : I’d like to see become a 600 cone knockback.

Water Blast : Making this ground target would be awful unless they make this (and grenades) auto cast at ground target or something. They could always just buff the aoe on it so it’s 600 range, and make it always heal yourself when you cast it.

Whirlwind : Would be awesome if this thing pulled mobs toward it in a 450 radius of it as it flew.

Eruption: Needs to have no cast time, it already takes a good 3 seconds to detonate, no need for that clunky cast animation.

Attunement Cooldown Reduction needs to be removed from the last trait tree, and replaced with a bonus to the lingering attunement bonuses, like stronger effect or longer durations or something. Then reduce the base cooldown of Attunements to 10 seconds.

Unsteady Ground : Adding torment is a great idea, I’d advocate to keep the cripple as well though, just a tiny bit. Would also be nice if it did more direct dmg per tic so a power build could get some decent dmg out of it on an immobile target.

Shockwave : It’d be awesome if this had more impact, like either make the Ele stomp their Staff/Foot on the ground and make it a bigger (instant) column AoE immobilize, or make it a targeted immobilize like the downed skill with Hands of Earth collapsing on the target.

(edited by Knote.2904)

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Posted by: Rahveiz.7461

Rahveiz.7461

For Water Blast, maybe something like the effect of “Phoenix” in GW1 ? A little AoE heal around the target AND the caster.

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Posted by: Conncept.7638

Conncept.7638

Waterblast just needs to heal the target are AND the caster. What the crap were they thinking in the first place? 1200 range ability, don’t get the full affect unless you use it in melee… genius…

Chain lightning change sounds good, to make it more interesting it could be a 20% change to it’s first target, 40% to the second target, and 60% to the third, encouraging use as an AoE.

Unsteady Ground, not sure how I feel about this… our condition builds really need help but I don’t know if torment is the answer.

Gust, make it knock further back the closer the opponent is, so that it’s more effective, it’s really dangerous to balance CC by giving it more uptime.

Flamewall, just replace the stupid skill, or put it on a 10 second CD. The only way it’s going to be worth it compared to the field on the OH dagger is if it has a much much higher uptime.

Churning earth needs to be reverted to its original form, wherein it was a blast finisher on cast, a charge that could be released at any time for one to eight bleed stacks depending on the charge time, and another blast finisher if held for the full duration.

Fire shield, frankly, the entire burning condition needs it’s ratios raised.

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Posted by: TGSlasher.1458

TGSlasher.1458

@ OP.
If you mean water blast as in the water auto attack on the staff this change you suggested would be a bad one.

Also … take water blast, aim your camera so that it hits the ground or a wall beside you and tell me how much it heals for. The answer is a lot less then 500. Having this ground target on an auto attack would be annoying to use and the 30 hp it heals from missing a foe would make his change a waist. So annoying that it has to actually hit someone to do a normal heal.

Slasher Sladorian – Charr Warrior – [DECM] | Sea of Sorrows
Sophea Sladorian – Charr Ranger – [DECM] | Sea of Sorrows
Sophea Of Elements – Human Elementalist – [DECM] | Sea of Sorrows

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Posted by: Atrophied.8725

Atrophied.8725

WTB YMLAD! as pve-only skill. ty.

Xandra – 80s in all classes – Ele/Guard mains – [TL] – NSP

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Posted by: K U T M.4539

K U T M.4539

Bump. These all seem solid, and I’m not even an ele.

Basic [BS] NSP/Mag

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Posted by: Erebus.7568

Erebus.7568

like most of these suggestions.
do believe that
Signet of Fire: should be 4 seconds of quickness not 2.

traits i am not quite sure about though, but any buff is welcome

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Posted by: ImProVocateur.5189

ImProVocateur.5189

It is nice to think about ways to improve the ele, but remember that the ele was much more powerful in the beginning. The changes have been (like every other rpgmmo) to weaken the ele, so that players of historic op classes will feel the op. Either warriors or guardians will eventually be unkillable 1v1 by any other class. Thieves will be untouchable, either by 1 shotting or by constantly applied stealth. Eles will be relegated to zerg support. We are lucky that we are still allowed to remain on rampart to ae from. Don’t delete your old videos. They were the good old days.

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Posted by: Conncept.7638

Conncept.7638

It is nice to think about ways to improve the ele, but remember that the ele was much more powerful in the beginning. The changes have been (like every other rpgmmo) to weaken the ele, so that players of historic op classes will feel the op. Either warriors or guardians will eventually be unkillable 1v1 by any other class. Thieves will be untouchable, either by 1 shotting or by constantly applied stealth. Eles will be relegated to zerg support. We are lucky that we are still allowed to remain on rampart to ae from. Don’t delete your old videos. They were the good old days.

Not really, the Ele had ‘a’ powerful build on release, the Ele itself was not and is not particularly powerful. And secondly, that was a bunker build, don’t know if you watched the recent tourney but no team at any time had less than two bunkers on the map, and the winning team had three at all times. The role itself is overpowered because PvP is entirely based around map control, magnifying any defensive imbalances any class may have.

(edited by Conncept.7638)