Showing Posts For Jakesaltz.2083:
How would it even be decided? A server wide poll? Commanders?
Elementalist: Fire: Dagger (A simple, yet effective suggestion.)
in Suggestions
Posted by: Jakesaltz.2083
I believe this is working as intended. Dagger is the Elementalist’s melee option, you’re supposed to be in melee range, and accepting the same risk/reward that other melee professions and their respective weapon sets have to: more damage, but more open to enemy attack.
It’s a similar (though less pronounced) situation for Vapor Blade (the water auto attack), you don’t get the full benefit unless you’re close enough to get both hits (if you’re too far you only get the outgoing hit).
So, as much as I’d like for it to be this way, I’m reasonably sure ArenaNet wants you to make use of those gap closers in a D/D weapon set.
They’re both in combat only, go test them by the golems. Not sure why the dodge one is, probably because of the cooldown on the blast effects.
Pyromancer’s Pussiance only works in combat so you can’t stack might like 6 times with autoattack before each fight.
It’s not nearly as bad as everyone is making it out to be, we definitely don’t have it that bad. I agree that 1-2s could come off the cooldown for Vapor Form, at least in sPvP, or maybe bring up the cooldown on the thief/mesmer skills a bit. But when you compare it to some of the other professions, Elementalists are doing alright in the downed state:
Warrior: The hammer throw can be blocked/avoided through many means. And, if you’re in a “downed battle” where both of you are downed, you will win 100% of the time, fight until they burn Vengence, then Vapor Form away, use the immobilize for a second or two, they don’t survive long enough to finish the execute animation. Keep in mind, you can dodge while using vapor form to cover more distance.
Guardian/Necromancer: The knockback/fear can both be avoided/prevented, I’ve been running with a focus, so I usually save my Obsidian Flesh to make executes a lot easier, but once they use their skill, it’s over.
Ranger: They don’t have an interrupt/disjoint at all.
Engineer: Their knockback is on the same cooldown as Vapor Form, and has far less utility in the way of staying alive.
Thief is a tad ridiculous, they have two skills that can disrupt the process, and the first is on a fairly short cooldown, similar case for the Mesmer. If you’re comparing Elementalist to these two professions, obviously it’s going to seem underpowered as far as downed state survivability goes. They’re both designed around trickery/stealth, so it makes sense. I’d definitely argue for changes to these before I argue for changes to the Elementalist.