Showing Posts For Pak.2416:
Can we please fix the flux matrix model, it looks like its inside the character’s wrist. It would be nice if the character actually holds it…
Thanks!
I’ve not really a big fan of fire field + burst finish.
The might boon isn’t very noticeable (maybe I’m not looking hard enough)
Also, I find it weird that dragon’s tooth’s blast finisher applies at the beginning of the cast, and not when the tooth falls. You can’t pre-cast it and apply fire field…
I’m not saying they need the BEST burst in the game, I’ve asking WHAT is the best burst spell (or combination of spells) for elementalist.
And I’m comparing the numbers to engineer’s grenade kit.
PS: I’m liking all these suggestions, however the lightning build required all 3 utility slot, else the damage is crap.
I like the fire combo: dragon’s tooth → phoenix → fire grab
and fiery greatsword 1 and 3
Thanks for the suggestions. I don’t mind using some elaborate series of skills to do some serious burst damage.
However, I just feel like the elementalist is lacking a lot in damage in general, at least compared to engineer, almost to the point of my mesmer.
Compared to my grenade kit, elementalist just can’t seem to compete…
Hey,
What is the most burst damaging spell for the elementalist?
Like Grenade Barrage for the engineer.
The most I’ve noticed is Churning Earth from Off Hand Dagger.
I don’t think that’s the case.
If grenades were too powerful thus it needs to be manually targeted, resulting in reduced mobility, then why not make the casting stationary?
Reduced mobility is just a by-product of manual targeting, not the reason.
However, I do agree that grenade 1 is more powerfully than other auto attacks of the engineer. But how does it stack up against auto attacks from other classes? Also, we must take in to account the other 4 abilities as well. Grenade 1 might be powerful. but the other grenade skills lack burst damage.
When you say “miss”, I assume you mean in PvP where you have to hit moving targets.
This is more of a PvE issue, where you sit there pressing 2 buttons repeatedly and add nothing to the game.
In PvP, I see very few (if at all) people using the grenade kit. I think people use it for the tool skill and not the actual kit. Also, there are plenty of ways for engineers to stop/slow targets down for grenades to hit. No speed up necessary.
Can we please have auto attack for grenade kit 1?
I know people will say turn on “Fast-Cast Ground Target”, but I’d still have to keep pressing 1…
Can we just make grenade 1 just throw at target and have no ground targeting? I see no harm…
I agree with your ideas 100%, however, the numbers might be a little off, might need a little testing.
Temariah.9372I love that you’re really thinking about fair and balanced solutions. I think a preferable solution for the phantasms would be to just increase their health a little bit and/or make them take less damage from AoE attacks, similar to totems and pets in WoW (sorry for references that game here).
Not to be harsh, but I think that summoning the phantasm right as the target dies and seeing it disappear before it performs an attack is a user issue. Work on your timing.Instead of summoning a new phantasm when the target is low health, send existing ones to shatter.
Thanks, I believe game balance is very important so I try to suggest stuff that would not effect the balance of other mechanics.
With that said, increasing health of phantasm might effect other aspects of the game, like phantasms tanking . Also, taking less damage from AoE would not solve this problem. The damage that is killing the phantasm is not just AoE, its the normal attacks from mobs as well.
I agree with you 100% on your second statement, however only during PvE 1v1. This issue occurs mainly during Dynamic Events, where monster HP is unpredictable. For example: a 50% health mob is present, start phantasm skill, people DPS mob down, phantasm skill resolves, phantasm dies. This problem is even more noticeable when multiple weaker enemies appear. My suggestion aims to solve this.
Vyl.7084I disagree with so much of this, I like the Mesmer phantasm metagame, if you increase the survivability the burst will have to go down.
And the stuff about the berserker… he’s just different, I like how all phantasms are different and need to be used accordingly, also, try to summon the zerker on a different target than the one being focus fired. Pro tip.
It is okay for people to disagree with my ideas, this is a discussion after all. However, you are missing my point. My point is that the phantasm is dying before it can execute it’s attack, anything after that should stay this same. Meaning the survivability of the phantasm is unchanged after it’s attack. Decreasing the phantasm damage means the mesmer’s damage is decreased, and that as nothing to do with my point.
Like I said before, the health of a monster is unpredictable when there are multiple people attack multiple monsters. Even if the monster is at full health, by the time you finished casting the spell, the monster might already have died.
This also brings me to another point. One could argue that the mesmer can just not use phantasm skills when there are multiple players present, but I disagree with this. That is just bad game mechanics since phantasm is a big part of mesmer’s arsenal, and should not be limited to only against elite enemies.
Phantasms:
My Understanding:
Phantasms are not pets, period. They should be viewed as attacks.
Example:
General Skill: Active skill -> Perform attack
Phantasm Skill: Active skill -> Summon phantasm -> Perform attack
The only difference in the end is that there is a phantasm. Any attack performed by the phantasm after the first should be viewed as “bonus attack,” should it survive that long. This is why illusions have so little health and perform attack right as they spawn. The attack is being performed through the phantasm. Also, this is the reason that mesmers can summon multiples of the same phantasm, unlike pets from other classes.
The Problem:
Since phantasms have so little HP, they sometime die before they can execute the attack. Also, phantasms will die when they spawn when the target is already dead at the resolution of the skill activation. This not a problem for phantasms that only attack a single target since the target is already dead, however, this is a problem for phantasm that perform AoE attacks (such as the berserker). This is because even though the target is already dead, the phantasm could potentially hit other targets, but the phantasm died before it could perform the attack. Hence negating the entire skill.
I believe this is a serious problem since none of the other professions encounter these problems.
Solution:
Give phantasms an invulnerability boon for .25~.5 seconds as they spawn, and force phantasms to attack at the location of the target if the target is already dead.
Reasoning:
Because this problem mainly occurs during PvE, I believe giving phantasms invulnerability would not be a huge issue in terms of balance in PvP. This is because only AI targets can change targets and attack fast enough to kill a phantasm before they perform their attack and the invulnerability boon will prevent this.
Additionally, forcing the phantasm to attack regardless of the status of the target is 1. inline with other profession’s AoE attacks and 2. resolve the problem with mesmer having difficulties of mob tagging during Dynamic Events.
Mantras
My Understanding:
Mantras are meant to be prepared outside of battle and activated during battle.
Problem:
The trait Restorative Mantras (RM) goes against this reasoning. Generally speaking, healing is only necessary during battle. This trait encourages mesmers to prepare mantras during battle. Not only does this goes against the purpose of mantras, it is also not very enjoyable to play, as the preparation time is too long.
Solution 1:
Change one of the traits in the Inspiration line to include reduce preparation time for mantras from 3 seconds to 2 seconds. Reduce healing by RM, or give Mantra of Pain a 5 second cooldown.
Reasoning:
By reducing the preparation time, with RM, all mantras essentially becomes a heal spell. And with a reasonable 2 second preparation time, it can be prepared during battle. I also believe if this were done, then Mantra of Pain would be too powerful having a 1 second cooldown, meaning that this can be abused and spammed, which is also not fun to play. If we were to leave Mantra of Pain intact, I believe the healing from RM is too great since mesmers could potentially have 4 healing spells (1 healing + 3 mantras).
Solution 2:
Change RM to heal on use and not on preparation. Lower healing from RM.
Reasoning:
This goes back to mantras being prepared onside of battle and activated during battle. This would keep RM inline with the purpose of mantras. Again, lowering heals from RM since mesmers get 2 casts from 1 preparation. A potential problem I notice is if this were to be in effect, the trait Harmonious Mantras (mantras could be activated 3 times) could make this overpowered. However, I believe this is untrue, since Harmonious Mantras is actually quite deep in the Domination trait line, a player would have to invest a majority of their trait points to achieve this.