Showing Posts For Mik.1324:

Looking back at star 2011.

in Elementalist

Posted by: Mik.1324

Mik.1324

Why not even make the base 9 seconds and go down from there… things would be so much more smooth if that were the case…

Improving the Elementalist Scepter main-hand

in Elementalist

Posted by: Mik.1324

Mik.1324

Elementalist Scepter main-hand is actually quite good. It’s only problem at the moment is its speed. It’s very slow. It’s too slow to be effective when faced with the damage output and utility that Dagger Main-hand or Staff can contribute to a battle. Therefore, I’m proposing some changes (keep in mind that most Elementalist skills have some after-cast delay so I have tailored the cast-time suggestions to reflect that):

FIRE
Flamestrike

  • Cast-time reduced to ¾ seconds.
  • Damage reduced to 75.
  • Burning duration reduced to 1½ seconds.

Dragon’s Tooth

  • Dragon’s Tooth now uses ground-targeting.
  • Upon fully casting Dragon’s Tooth, the tooth that manifests itself drops immediately.

WATER
Ice Shards

  • Cast-time reduced to ½ seconds.
  • Damage reduced to (3x) 120.

Shatterstone

  • Recharge increased to 3 seconds.
  • Interval between the Shatterstone manifesting itself and exploding is reduced from 2 seconds to 1½ seconds.
  • Note: This skill conjures the Shatterstone area without a cast-time, that is to say that this skill activates immediately. It’s 2 second cast-time that displays on the tool-tip reflects the time it takes for the Shatterstone to explode and have an effect. This is a fine skill as it is, but I think that it would be best if the skill’s tool-tip were changed to reflect its actual functionality (remove the 2 second cast-time and update the tool-tip description).

AIR
Arc Lightning

  • Changed to a skill-chain: Lightning Orb —> Lightning Javelin --> Arc Lightning

Lightning Orb: Fire a slow-moving orb of lightning at your foe that makes your foe Vulnerable.

  • Cast-time: ½ seconds
  • Damage: 75
  • Vulnerable: 5 seconds (1 stack)
  • Range: 900
    —> Lightning Javelin: Launch a lightning lance at your foe that inflicts Weakness if your foe was using a skill.
  • Cast-time: ½ seconds
  • Damage: 125
  • Weakness: 2 seconds
  • Range: 900
    —> Arc Lightning: Channel an arc of electricity at your foe.
  • Cast-time: 1 second (hits 3 times)
  • Damage: 90
  • Duration: 1 second
  • Range 900

EARTH
Stone Shards

  • Cast-time reduced to ¾ seconds
  • Damage reduced to 110.
  • Bleeding remains at 3 stacks applied (1 per stone that successfully hits) but the respective durations of those Bleeding stacks is reduced from 6 seconds to 4½ seconds.

Rock Barrier

  • Cast-time removed.
  • Now grants Protection (3 seconds) instead of an increase in Toughness.
  • Recharge increased to 20 seconds.

Hurl

  • Is now a 5-part skill-chain.
  • After activating Rock Barrier, the Elementalist has the opportunity to fire off each rock individually (up to 5 times—once for each rock).
  • Each skill in the skill-chain that fires the floating rocks is called “Hurl.”
  • Each “Hurl” has no cast-time (you can activate them without interrupting other skills).
  • Each rock, if it hits, inflicts Weakness (1½ seconds), Cripple (1½ seconds) and does 120 base damage.
    • I was feeling ambitious.

Dust Devil

  • Cast-time increased to 1 second.
  • Recharge increased to 20 seconds.
  • Dust Devil now uses ground-targeting.
  • Damage (3x): 150
  • Duration: 3 seconds
  • Radius: 180
  • Blind: 2 seconds
  • Pulse: 1 second
  • Combo Field: Smoke
    • Still ambitious.

Hey Swag, I am a fan of your suggestions on improving the Ele scepter mainhand as these proposed changes would make the weapon set feel a lot less clunky as well as add in more utility as the scepter has less than both the dagger and staff.

One idea I would like to propose would be an alternative to shatterstone:

Instead of reducing the charge up I wouldn’t mind the charge-up animation providing a 3 second chill to enemies that pass through it, punishing enemies for going through the area and potentially making it easier to catch them in the post-cast spell.

As for your proposed change to arc lightning I would keep arc lightning the same and move a similar chain to either earth or fire.

e.g. If moved to fire perhaps have a 3 attack chain that deals heavier damage for the first two spells and then a longer burn to finish off each chain.

Although the scepter is a great weapon for pve I would like to see a few changes to make it feel a lot more well rounded for pvp and these proposed changes would certainly help!

Condition Mesmer, Wheres the Damage?

in Mesmer

Posted by: Mik.1324

Mik.1324

Hey Guys, an interesting offset to use instead of sword torch is sceptor, pistol you can set up the duelist> stun> sceptor 3 attk 3 times or shatter on the spot and switch to staff feels good and is surprisingly good at 1 v 1s

So, no more blasts on evasive arcana [Merged]

in Elementalist

Posted by: Mik.1324

Mik.1324

In all honesty our class needs a huge trait overhall.. it needs to be redone from the group up :/

So, no more blasts on evasive arcana [Merged]

in Elementalist

Posted by: Mik.1324

Mik.1324

I like how a theif can still spam 6 bombs using short bow 2 and we get nerfed from maybe using 2 or 3 “unintended” blast finishers at a time