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Elemental attunement

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Posted by: Yajnho.2875

Yajnho.2875

A lot of people have been floating it out there that this trait should be part of the core mechanic. I just wanted to add a supporting argument.

MOST other classes get an EFFECT out of the F1-F4 keys, usually something that damages the opponent. Mesmers have shatter, warriors have adrenaline attacks, etc…

Ranger is probably the worst, and they still get pet skills up there on F2.

What do elementalists get?

Weapon swap…wait, what?

We get get a function up there that everyone else gets anyway, aside from their nifty F1-f4 skills. When viewed from this (I think logical) reference it makes sense to add the elemental attunement functionality as a natural function of, oh yeah, attuning to an element.

This would bring a little more balance to the basic mechanic, and open up a lot of room to diversify builds.

Replace Conjures with Wards

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Posted by: Yajnho.2875

Yajnho.2875

Definitely two sides to this issue, and I see them both. On the one hand you have a set of skill, conjures, which at this point have been in the game for an extended period of time and there are folks who have toons built around them, and some folks are emotionally attached to those builds. Clearly silferas is one of them.

It can be difficult to remove a longstanding feature from any game because the players Using the feature will feel cheated. And whether the feature was actually good or not, those players have a right to feel that way. No reason to attack others for there opinions though, just state yr case and move on.

I personally dislike the way the conjure mechanics mesh (or don’t mesh) with the rest of the elementalist design, but I recognize that a lot of people use them in specific pve content. I also have to admit there is solo roaming pve content which I could not have completed without a hammer.

I wish our primary skills had a little more umph. This could be accomplished by lowering the cool downs of some of the skill, decreasing the casting time of some, or by slightly increasing the damage of some. Right now the damage of most of the skills is low, and the cool downs are long. The justification for this is that we have so many more skills, but it takes just as long to spam out those skills as any other class, so I am not sure the long cool downs and the lower damage are justified, certainly not both.

To be clear, I think these adjustments would be minor, and only one or two of them would be necessary.

As to wards, I would rather signets and glyphs were improved. Make the active effects of signets aoe. Change air signet from a single target blind to an aoe push. Elementalists need an interrupt in the utilities that doesn’t involve loosing all primary skills (earth shield).

And glyphs just need an overhaul. A cursory perusal of these forums reveals that no one is using them, aside from the elite elemental, and that’s because our elites are kinda lame as we’ll.

So I personally don’t like the conjures, but I would not jump to removing them. I am not apposed to wards, but I think we should fix many other things including our primary skills.

My analysis on new GM traits

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Posted by: Yajnho.2875

Yajnho.2875

The new arcana trait would be weak without the cool down. The additional source of protection is nice, but the retaliation is a waste on a class that can’t take a hit and the other 2 boons are easier to get elsewhere, and without getting hit. Really that’s the biggest problem. Why give a class an on hit ability that is mediocre at best, when it is the one class that absolutely can’t take the hit? I don’t get it.

Builds: Lightning Rod

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Posted by: Yajnho.2875

Yajnho.2875

All this trait needs to be really good is one slot skill with an instant speed interrupt. Maybe change sigil of air from a blind to a push. Or maybe make one of the glyphs do…anything. Actually a glyph would be better because it would have synergy with the air trait line.

Cool down reduction

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Posted by: Yajnho.2875

Yajnho.2875

How about an arcanist trait that reduces the cooldown of the weapon skills in whatever other traits you are invested in? So 30 points in fire and 10 in earth would reduce fire and earth weapon skill cool down 15 and 5 percent respectively?

Ele *new* GM trait analysis (for devs)

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Posted by: Yajnho.2875

Yajnho.2875

Do ele’s really have enough interrupts to use lightning rod effectively? Maybe I’m wrong but it doesn’t seem like it. I have never tried to play for interrupts on my ele like on my Mesmer, but mesmers have a lot more skills which interrupt. Perhaps if there were one or two non conjure utility skills which could interrupt, or maybe anet wanted more conjure builds. That said the glyphs are kinda weak…

The arcana trait is just dumb, unless ele is switching to heavy armor (wouldn’t that be a good earth trait?)

The fire trait sounds useful and interesting, and tailored to something ele’s actually do.

The earth trait seems to have potential for a condition build that want at to stay in earth more, not sure what that build is right now.