:)
all you really need to do for an ele
:)
How about upping the basic health? 10.5k is pathetic considering the damage we do and our armor is in need of a touch up. Conjures WONT fix thats wrong with the class.
How about upping the basic health? 10.5k is pathetic considering the damage we do and our armor is in need of a touch up. Conjures WONT fix thats wrong with the class.
yeah, were at the bottom of the health and armor chain. i understand. im sitting on my ele (note that i do not do spvp, i do wvw) and on my ele i ahve 52% crit chance, 1,006 healing power, 59% crit damage, 2,115 attack power (total), and 19k health with 2.2k armor (also total). Full traveler runes. The power is pathetically low, but power doesnt matter when you crit(or atleast i dont think it does). Either way, im critting reallllly hard still. i throw in some blood sigils and lifesteal food, and then run s/d. this is pretty much the ONLY build ive found to work for me. its tanky as hell, steals abunch of life, and often critting most of my skills in the 1k-4k area. 4k’s being fire grab and churn, etc. ive got like 1800 hours on my ele on my 2000 hour account, so i atleast know a thing or two bout eles, haha. yes, while health and armor buffs would be nice to bring us on par with other classes, im afraid it stands that that will never happen. anet is planning to nerf conditions, (idk how, they are only buffing and buffing and buffing condis with most recent being dire stats), but when the condi meta is toned down a bit, we will be able to use signet of restoration for those amazing burst heals once again. however, going back to conjures, seeing as how bad they are at the moment i know it seems they cant buff/tweak conjures due to the horrible state theyre in right now. But, give us a buff to a system which has all those extra skills we could have in our utilities to accomplish true versatility, so that, when condis get nerfed then we can feel truly versatile again.
:)
Condition builds were rarely ever used before. I don’t think toning them down is the answer. I’d rather they just unnerf us. Then we’ll be on par with all the other classes. It’s a lot easier to do also than tweaking a ton of other skills. All they have to do is reverse everything they did wrong with the ele since beta. We’ll still be sub par because we were never op to begin with, but atleast we’d stand somewhat of a chance against all the recent buffs to other classes. We’d still need some buffs after that to bring us up to other classes though.
Bow should be 1200 range. the #5 skill should fire faster in a straight line.
I’d like it if the 1 handed weapons only took 1 hand. So axe would take first 3 weapon attacks and you would still have access to your off hand weapon skills and shield would take the last 3. It would be cool if the #3 skill effect changed depending on what attunement you were in. But all of this is wishful thinking i suppose.
Elementalist theme song: http://www.youtube.com/watch?v=QNJL6nfu__Q
Add rifles too, please.
Everyone needs a little optimism!
Conjures need to be instant cast at the very least, so we can immediately use the skills. There are some real gems in there like earth shield invulnerability and pull, but since it takes so long to summon you can never use them to react to your current situation. I’d rather if we just had a few of those skills by themselves as utilities over what we have now. Kind of sad they went to all the trouble of designing all those skills, only to make them useless by making conjures so slow to summon.
Endless Petrification Tonic
To be completely honest I have given this quite some thought and the best change I can find for the elementalist is with lingering elements.
-Make it a natural mechanic of the class: attunements linger for ~3s
-Change the minor arcane trait so that it increases this duration to ~7s
-Make it work with all attunement bonuses
Think about it and you will see how interesting this change is.
With such mechanic, the attunement-specific traits which are usually lackluster will be useful. We will be able to “combo” attunement specific traits.
Then if I was to really push my suggestions I would say we need a mechanic similar to that of fresh air for fire, but less easy. For example: each instance of your burning that damages your enemies reduce your fire attunement cooldown by ~2s.
This would make fire very viable for PvP (combo with One With Fire and the new lingering elements for example) as well as an interesting choice for PvE.
Honestly I cannot think of more interesting/balanced(slight buffs)/thematic changes, if I was a developer I would not hesitate!
Retired elementalist theorycrafter
(edited by Zelyhn.8069)
im sitting on my ele (note that i do not do spvp, i do wvw) and on my ele i ahve 52% crit chance, 1,006 healing power, 59% crit damage, 2,115 attack power (total), and 19k health with 2.2k armor (also total). Full traveler runes.
How? I am guessing you are 30 into Water, Full P/T/V gear, maybe a few ascended items as well. With 20into Water and P/T/V armor (not accessories, rings and such) and Valk Dagger/Dagger i have 17,000 health
I currently have 29% Crit Chance(Auras, attune swapping gives fury so it becomes 49%) 245healing power, 2,085Armor and 2,554attack with 60% Crit Damage. Currently running with no Runes yet as i have yet to find the right set.
Rings: Zerker Masterwork
Back: Magi’s Rare
Earring: Karka shell(42 into all stats), Zerker Masterwork
Amulet: Zerker Rare
Easy fix.
Get rid of the current stupid conjure mechanic.
Make them similar to engie kits.
Press keybind, instantly get weapon in hand, press again, ta-da, back to your basic weapon.
If folk complain we no longer drop a conjured toy for them, tell them they want so much, roll an ele & see what it is like.
anet, pay me for this soooo obvious fix.
https://forum-en.gw2archive.eu/forum/game/suggestions/Top-right-GO-away/first#post2096524
Rocking Wizard Wars until this mess of a game is fixed…
The problem with any fixes to make conjures viable is that we already have 20 weapon skills. Making them function like engi kits would give us access to on-demand 25 weapon skills – engis themselves only have 5 weapon skills.
I do think they should be instant cast and function like a bundle, but:
- We should be locked out of swapping attunements and lose any attunement effects like healing ripple and evasive arcana while holding them,
- Summoning them should not count as a weapon swap, and
- We should be required to hold them for at least certain length of time, and there should be a similar cooldown before they can be summoned again.
I.e., we should have to sacrifice a lot to make use of them.
Or just stop rooting me when casting FGS. I’d be okay with just that.
They won’t let us have dedicated conjure builds, it’s obvious, it would be counter productive for them!
We should use them when the situation allows it and requires it, so not all the time. Also they are meant to be shared.
What would make us good in dungeons would be a fix to lingering elements and a Fresh fire mechanic. Check my signature, I explain it there, and all support for these ideas is highly appreciated.
Retired elementalist theorycrafter
The problem with any fixes to make conjures viable is that we already have 20 weapon skills. Making them function like engi kits would give us access to on-demand 25 weapon skills – engis themselves only have 5 weapon skills.
I do think they should be instant cast and function like a bundle, but:
- We should be locked out of swapping attunements and lose any attunement effects like healing ripple and evasive arcana while holding them,
- Summoning them should not count as a weapon swap, and
- We should be required to hold them for at least certain length of time, and there should be a similar cooldown before they can be summoned again.
I.e., we should have to sacrifice a lot to make use of them.
Or just stop rooting me when casting FGS. I’d be okay with just that.
True engie only has five main weapon spells, but they also have F1-4 spells too.
Stick a kit on & you`ve another five of whatever that kit does.
Most run at least two kits, I do (bomb & tool)
Plus some engie kits can get some amazing bonuses, like Bomb kit 4-shield 4-rocket boots = lot of aoe stealth.
Heal F1-rocket boots – massive aoe heals.
& probably more I`ve not even learnt as of yet.
Whilst using conjures in this way, we`d still be restricted via the cds on sttunement swapping, the conjures themselves don`t give any ways to boosts buffs etc that I recall (not used them much since beta & learning they`re not worth the hassle (wvws))
I don`t agree with having to hold them for a set amount of time, you don`t with kits except for the 0.5sec or wtk it is GCD. We`re already low enough health & locking us out of those would definitely remove the use of the conjures again.
I agree it shouldn`t count as a weapon swap, keep attunements active & let it stick to those.
Also agree that FGS shouldn`t have to be stood still to cast that.
What on Tyria were they thinking when th…..nvm, that`d involve thinking to start with ;p
https://forum-en.gw2archive.eu/forum/game/suggestions/Top-right-GO-away/first#post2096524
Rocking Wizard Wars until this mess of a game is fixed…
If not made to work like kits, conjures should allow you to “consume” them for temporary boons with ~75% uptime if you don’t use all the charges.
How about upping the basic health? 10.5k is pathetic considering the damage we do and our armor is in need of a touch up. Conjures WONT fix thats wrong with the class.
I agree with u there, but guardians and thieves also have a base of 10.8k hp. Though guardians can bunk like hell and thieves are just…thieves. :P But you shouldn’t have to worry so much about having a high health pool if you roll ele because of skills/utilities and knowing your attunement rotations. You can get away with like 10-12k hp in pvp but ya gotta be a boss
More health would help, or way more damage. Thieves get away with low health b/c hey have stealth + crazy damage (kill before dead). Guardians get away with it b/c they have tons of aegis, protection, blocks, heals, and more armor. We used to have healing and mobility, both of which were nerfed. Our instant, blow-your-load combo is all that is left, and it will be toned down as well.
im sitting on my ele (note that i do not do spvp, i do wvw) and on my ele i ahve 52% crit chance, 1,006 healing power, 59% crit damage, 2,115 attack power (total), and 19k health with 2.2k armor (also total). Full traveler runes.
How? I am guessing you are 30 into Water, Full P/T/V gear, maybe a few ascended items as well. With 20into Water and P/T/V armor (not accessories, rings and such) and Valk Dagger/Dagger i have 17,000 health
I currently have 29% Crit Chance(Auras, attune swapping gives fury so it becomes 49%) 245healing power, 2,085Armor and 2,554attack with 60% Crit Damage. Currently running with no Runes yet as i have yet to find the right set.
Rings: Zerker Masterwork
Back: Magi’s Rare
Earring: Karka shell(42 into all stats), Zerker Masterwork
Amulet: Zerker Rare
Nah, no pvt at all. if you look at the dungeon gear for hotw, youll see a set of gear with the stats of this “precision/vitality-healing power(major)”. get a full armor set of that, two zerk weps, celestial amulet, and look up on trading post “Claw of the Howling King” and “Operatives Creed”. Thats how i achieve those stats. there is also the fact that i go 20 water, 20 arcana, 30 air. it works really nice for me, since, i really do think that power does not matter when you crit something. so despite pathetically low power, im still hitting 1k-4k crits for most of my skills. i also use exquisite beryl orbs with the trinkets.
:)
Good talking guys, lets keep it constructive and informative. keep the conversation going! something needs to be done.
:)
Don`t forget to watch this:
https://forum-en.gw2archive.eu/forum/professions/elementalist/SOTG-6-9-2013/first#post2789001
On off chance…..
https://forum-en.gw2archive.eu/forum/game/suggestions/Top-right-GO-away/first#post2096524
Rocking Wizard Wars until this mess of a game is fixed…
Here are is a screenshot for the guy whos asking about my stats
Edit: it says 17,700 for my health, but im only at 19k because its friday and my wvw bonus is up-ing it, sorry for mis-com.
:)
Annnnnnd i just finished watching that live stream. i can officially say that anet really seriously does not look at d/d or focus. yeah. cause focus is completely viable for anything. /sarcasm
:)
At least we learnt where we were going wrong.
Most if not all of us use all attunements, according to Sharp, all the ele he`s seen only use fire.
/faccepalmdeskfloor
https://forum-en.gw2archive.eu/forum/game/suggestions/Top-right-GO-away/first#post2096524
Rocking Wizard Wars until this mess of a game is fixed…
At least we learnt where we were going wrong.
Most if not all of us use all attunements, according to Sharp, all the ele he`s seen only use fire./faccepalmdeskfloor
They were talking about how they wanted rangers to have more control over pet skills, but jsharp said that would be too complex for new players to learn. then they brought up the argument of the ele or engi being complex as well, then jsharp said most new eles are in one attunement like fire. i believe thats where you may be getting confused, he didnt assume everyone who plays the class is a noob.
:)
At least we learnt where we were going wrong.
Most if not all of us use all attunements, according to Sharp, all the ele he`s seen only use fire./faccepalmdeskfloor
They were talking about how they wanted rangers to have more control over pet skills, but jsharp said that would be too complex for new players to learn. then they brought up the argument of the ele or engi being complex as well, then jsharp said most new eles are in one attunement like fire. i believe thats where you may be getting confused, he didnt assume everyone who plays the class is a noob.
So JSharp is going to base balance on the assumption that new players will not progress from using one attunement to attunement swapping?
There is a reason why they are called new players. Because they’re playing a flawed playtyle that they naturally grow out of as they get better, or should. But apparently that’s not JSharp thinks. If he thinks at all.
Everyone needs a little optimism!
At least we learnt where we were going wrong.
Most if not all of us use all attunements, according to Sharp, all the ele he`s seen only use fire./faccepalmdeskfloor
They were talking about how they wanted rangers to have more control over pet skills, but jsharp said that would be too complex for new players to learn. then they brought up the argument of the ele or engi being complex as well, then jsharp said most new eles are in one attunement like fire. i believe thats where you may be getting confused, he didnt assume everyone who plays the class is a noob.
So JSharp is going to base balance on the assumption that new players will not progress from using one attunement to attunement swapping?
There is a reason why they are called new players. Because they’re playing a flawed playtyle that they naturally grow out of as they get better, or should. But apparently that’s not JSharp thinks. If he thinks at all.
What. You don’t compromise your game for newbies, you simply make it easier to get into. Sigh, and that’s why this class has little hope.
I really do think that power does not matter when you crit something. so despite pathetically low power.
I just wanted to fix that misconception for you. The formula for damage is:
Damage = (weapon strength)* Power *(skill coefficient)/target’s armor
When you crit, it simply does (1.5+Crit_Dmg) times the listed damage. Thus, you can compare overall dps between builds using a figure-of-merit (fom):
DPS_fom = Power*(1+crit_chance * (crit_dmg+0.5))
where crit_chane and crit_dmg are in decimal form. What this means is that you need power, crit_chance, and crit_dmg to maximize dps. You can play around with individual numbers when trying to min/max.