The biggest clue: no matter how much health the Mesmer has when they create clones they appear with 100% health, that alone can make it very easy at times to see the real one.
Does sPVP damage really matter? Try using 30/30 in WvW. You’ll be naked in no time from all the deaths. The guy who mentioned thieves, 25k is less than what a thief does with less build-up involved. Especially vs glass cannons. Thieves are completely spoiled. Tired of hearing them defend the class, really.
Thieves might do less damage HOWEVER – they need less skills and have SO many back up options that you cant compare hem plus they have near constant stealth (thanks to a silly bug that STILL hasnt been fixed)
As i have been a Mesmer for a while, i know how to play against them – depending on the spec and player skill of course. Also know what most of the clone/phantom creating skills look like so i know what to do.
Being that most of the time they have them all in range of themselves i can just use RTL and then Updraft into any of them and it normally kills the phantoms and the clones leaving the real Mesmer CC-ed and ready to be wailed on
If you want to talk about how to fix a subject you first have to know everything about that subject. You just showed you don’t even know the very basics about elementalists. Therefore your opinion is invalid.
Also aren’t you the guy posting around how he owns with his D/D ele staying in water all the time? Pardon me if that was another poster.
Or maybe coz i dont use weapon swap sigils, i never have. So why would i care about if they worked or not. I prefer ones that give increase in stats for kills or % chance on crits for an effect.
Its nice having weapon swap ones IF they suit the game play you play, if not then they are not that great and because i play a specific way – it means i learn how to play THAT way not others.
But yeah you got the wrong person, i commented on him saying i thought it was BS. I am more of a Air Swiftness and Crit damage build – High cirt chance and can cause Burning, Chill and Vul on crits while giving myself Might. I have around 56% Crit Chance without Boons. Auras give Fury so thats another increase as well
This will be used on rubbish players and they will moan on the forums and we will get nerfed even more.
Congratulations! You now know what being a Thief feels like!
Now if only we could have near constant stealth and doing such easy DPS by smashing buttons randomly THEN we would be like a Thief
How do you guys get on swap sigils to work on a class that cant swap weapons?
This guy is one of the more vocal whiners on how to “fix” the ele on these boards. Let that sink in for a while.
Yeah coz the state of Eles are amazing. However i know that nothing that gets said on these forums will matter, partly due to the fact i know about Anet and how long it took them to fix issues in GW1.
What exactly is wrong with wanting a class to not be bugged and have issues? They “fixed” an issue that players ENJOYED only to make it WORSE and yet cant manage to fix the issues that would make the class BETTER. Look at MG and RTL “Fixes” for just 2 examples
How do you guys get on swap sigils to work on a class that cant swap weapons?
This guy is one of the more vocal whiners on how to “fix” the ele on these boards. Let that sink in for a while.
I’ve long since decided that he is nothing but a troll.
Yeah silly me – having a differing opinion equates to be being a “troll” when it comes to being online. Its okay though, i will at least try and enjoy the game and try and ignore all the issues and bugs…At least until ES:O or FF:ARR are released.
Maybe we should all be like you – Ignore all the issues, bugs, broken and bugged traits and skills and let Anet think they have the game working fine, when in fact it is NOT fine
If AoE attacks and damage can only hit 5 people it should mean that EVERYTHING can only hit a maximum of 5 people – including Portals, Stealth, boons and everything else
How do you guys get on swap sigils to work on a class that cant swap weapons?
Attunement swapping counts as weapon swapping. That should be fairly obvious.
well seeing as you are not actually swapping weapons its not.
How do you guys get on swap sigils to work on a class that cant swap weapons?
I run with the 30% chance on crit to chill target and 30% on crit to give Might on My daggers – run a high Crit Chance damage build without boons i have about 53% crit chance, Auras give another 20% for 5seconds, use Arcane Power for 5 crit hits as well.
Crit hits also have a chance for Burning and Vul from traits
This game has NO chance of becoming an Esport – and Anet are crazy if they think they can. Pretty much every class is full of bugs and issues and they get “Balanced” AROUND them – they “fix” some issues only to make them worse and lets not forget the constant disconnects when loading maps…
Dont know, dont care. I play to win the matches not to have some message appear saying im doing well or what ever
What a smug response to a question. If you don’t care, don’t post in this thread. Your reply doesn’t show that you don’t care, it shows that you WANT EVERYONE TO SEE that you don’t care.
To answer the OP. I’m not 100%. I thought it was getting a certain amount of kills without dying, but sometimes I get the “X is on a rampage” the first kill after dying. So, wish I could help, I would like to know too.
Its a TEAM game, it doesnt matter how good a single person is if the rest of the team sucks. Of course i may be alone in not really caring about the messages and ignore them every time.
For others if they want to be aiming for that – Thats fine as well just down to opinion. Nothing to do with “smug” response, it was a simple honest response
This is my D/D build : http://gw2skills.net/editor/?fEEQJAoYhMmMbyR2gjDAhCCMe0RIkIe8QDOA;ToAg0CqowxgjAHLOOck4MuYmB
I like it, great in Air for moving about. i have a chance on crit to cause Burning, Vul and Chill to enemies while giivng myself Might and my Crit chance without boons is like 56% roughly so it can happen quite often.
I tend to run with this rotation
Static Aura (Fury) then into RTL and then Updraft and LT i follow that by going into Fire and Popping Arcane Power and start with Burning Speed and SoF to make sure they are burning before going into Fire Grab
Kills some, doesnt kill others. Not amazing burst as some people have but its a build i made for my play style and i enjoy it – play it in all aspects of the game PvE, S/TPvp and WvW
Not telling you how to play your build, just some suggestions. If you switch to fire during updraft then sig of fire then flame blast you may be able to hit them before they recover. Walking over to them and lightning touch seems to be a waist of time, and time is valuable in this game.
Conversely, if you were to updraft then RTL then LT, it would be a much better combo as you are not wasting time getting to your -p-r-e-y- I mean target (cough). You can also speed up your combo a bit by replacing sig of fire with cleansing fire (however the cd is much longer) but I assume you are going for full precision as with the written in stone.
An option that i choose based on how i feel at the time (lol) is going:
Static Aura > RTL > LT > Updraft Change to fire SoF and Fire Grab
Not sure what Burning Speed is like when close to target pretty sure it moves you past them and thats not really what i want so it really depends on how far Updraft has knocked them back if i use Burning Speed or not
I use LT after i have used Updraft and i am in range – i am not like running half way aross the map or anything lol its pretty much Updraft – walk a few feet forward and now im in range.
I prefer to start out of range with RTL rather then having to run into range have them notice me and attack faster. of course that option and then using Updraft followed by RTL is a solid option as well depending on Play style.
Yeah Written in Stone means i keep the precision and healing on cast even after i have used the abilities. I have been thinking about replacing Arcane Power but not really sure what with. I have a higher standard crit chance and with Static Aura which has like half the cool down of AP i can get upwards of 70%+
This is my D/D build : http://gw2skills.net/editor/?fEEQJAoYhMmMbyR2gjDAhCCMe0RIkIe8QDOA;ToAg0CqowxgjAHLOOck4MuYmB
I like it, great in Air for moving about. i have a chance on crit to cause Burning, Vul and Chill to enemies while giivng myself Might and my Crit chance without boons is like 56% roughly so it can happen quite often.
I tend to run with this rotation
Static Aura (Fury) then into RTL and then Updraft and LT i follow that by going into Fire and Popping Arcane Power and start with Burning Speed and SoF to make sure they are burning before going into Fire Grab
Kills some, doesnt kill others. Not amazing burst as some people have but its a build i made for my play style and i enjoy it – play it in all aspects of the game PvE, S/TPvp and WvW
id this is PvE content – doesnt matter. i hit lvl 80 still using lvl 35 jewels and 40 odd armor the only things i upgraded was my weapons and even then it was just to grey lvl 80 stuff with the stats i wanted
Earth Bow – Not sure how to make a bow defensive lol
Earth should be all CC – Roots, Snares, Stuns, Daze/Confuse
Yeah thinking something alone the lines of:
- Throw Shield at target they get stunned for X seconds
- people that attack you for the next x Seconds become stunned
- ????
- ????
- Become immune to damage for X seconds
conjures already gain the bonus of the element you are in. any element.
Please guys seriously use the weapons before deciding how the need to be changed.They gain increases based on the weapon – not the element you are in. If you are in Fire, Earth or Air it will still give the same bonus to the weapon – its based on what WEAPON it is rather then what element you are in for the bonus
I guess i dont understand what you mean.
the passive element bonus’s work on conjures like they work on regular weapons.
if you have 10% bonus damage in fire the conjures get that while you are in fire.Ah okay i was thinking the stat increases like condition damage and such not from traits
can you explain that further?
what do you mean stat increases?
conjures, as far as i know, do not change anything about atunment dancing. just the weapon skills available.Since the update (or before never really use them) each Conjure weapon increases certain stats – for example i think the Bow increases Healing Power and Condition damage think the Great sword increases Power and Precision and the Shield increases Toughness and maybe another stat
though this happens only for the first weapon, so if you pick up the second you dont get the stat increases
I get you. so what are you proposing then? that the conjure stat come from the element they are in?
this i dont care for so much as it “breaks” some kinds of conjure usage.currently i can take ax and run it from water. getting passive healing and +20% damage when the target is vulnerable.
that can be mixed with an arcane build to apply vulnerability with arcane spells or aura build and apply vulnerability with signets. i dont like signets much though. too slow to use.
Some of the normally less useful traits start becoming somewhat reasonable when used with conjures.I dont want to see the ele get more complicated. its hard enough to remember to be in water to use the conjure.
In my opinion – I think the conjure weapons would be better suited to changing based on the element you are in. Maybe give a bonus for that element as well. As i posted earlier
for example for “Frost Bow”
Flame Bow: Good AoE damage and Multi target damage – similar to the staff
Water Bow – Similar to water Staff – Healing, chill
Air Bow– Good Single Target, a Good Multi target (fan shot?) and some sort of CC like cripple, weakness or something
Earth Bow – Not sure how to make a bow defensive lolThis way you can run D/D and have the Bow but still have the option of using the bow the way you want and get the most use from it. The same could be done with all the weapons, not forcing the weapons into a specific play style due to how limiting the weapons are
i wouldn’t mind this if they removed normal weapons all together.
They are limited in usage but they are just utility.
If you use them more like utility they work reasonably well. at least ax does.
Thinking more of an “F5” or Utility slot rather then removing all our weapons. That way we could have 2 types of weapon at the moment are are weakened by the fact in combat we cant weapon swap/use kit to go from Melee to Range or from Range to melee
conjures already gain the bonus of the element you are in. any element.
Please guys seriously use the weapons before deciding how the need to be changed.They gain increases based on the weapon – not the element you are in. If you are in Fire, Earth or Air it will still give the same bonus to the weapon – its based on what WEAPON it is rather then what element you are in for the bonus
I guess i dont understand what you mean.
the passive element bonus’s work on conjures like they work on regular weapons.
if you have 10% bonus damage in fire the conjures get that while you are in fire.Ah okay i was thinking the stat increases like condition damage and such not from traits
can you explain that further?
what do you mean stat increases?
conjures, as far as i know, do not change anything about atunment dancing. just the weapon skills available.Since the update (or before never really use them) each Conjure weapon increases certain stats – for example i think the Bow increases Healing Power and Condition damage think the Great sword increases Power and Precision and the Shield increases Toughness and maybe another stat
though this happens only for the first weapon, so if you pick up the second you dont get the stat increases
I get you. so what are you proposing then? that the conjure stat come from the element they are in?
this i dont care for so much as it “breaks” some kinds of conjure usage.currently i can take ax and run it from water. getting passive healing and +20% damage when the target is vulnerable.
that can be mixed with an arcane build to apply vulnerability with arcane spells or aura build and apply vulnerability with signets. i dont like signets much though. too slow to use.
Some of the normally less useful traits start becoming somewhat reasonable when used with conjures.I dont want to see the ele get more complicated. its hard enough to remember to be in water to use the conjure.
In my opinion – I think the conjure weapons would be better suited to changing based on the element you are in. Maybe give a bonus for that element as well. As i posted earlier
for example for “Frost Bow”
Flame Bow: Good AoE damage and Multi target damage – similar to the staff
Water Bow – Similar to water Staff – Healing, chill
Air Bow– Good Single Target, a Good Multi target (fan shot?) and some sort of CC like cripple, weakness or something
Earth Bow – Not sure how to make a bow defensive lol
This way you can run D/D and have the Bow but still have the option of using the bow the way you want and get the most use from it. The same could be done with all the weapons, not forcing the weapons into a specific play style due to how limiting the weapons are
4. EDIT: Almost forgot Shocking Aura. If the Ele gets a glowing shock bubble around him, when you attack you’ll get stunned for a brief period. I believe stability can counter this.
The bubble doesnt always appear i have used it many times and had the bubble not appear and people still get stunned from attacking
conjures already gain the bonus of the element you are in. any element.
Please guys seriously use the weapons before deciding how the need to be changed.They gain increases based on the weapon – not the element you are in. If you are in Fire, Earth or Air it will still give the same bonus to the weapon – its based on what WEAPON it is rather then what element you are in for the bonus
I guess i dont understand what you mean.
the passive element bonus’s work on conjures like they work on regular weapons.
if you have 10% bonus damage in fire the conjures get that while you are in fire.Ah okay i was thinking the stat increases like condition damage and such not from traits
can you explain that further?
what do you mean stat increases?
conjures, as far as i know, do not change anything about atunment dancing. just the weapon skills available.
Since the update (or before never really use them) each Conjure weapon increases certain stats – for example i think the Bow increases Healing Power and Condition damage think the Great sword increases Power and Precision and the Shield increases Toughness and maybe another stat
though this happens only for the first weapon, so if you pick up the second you dont get the stat increases
conjures already gain the bonus of the element you are in. any element.
Please guys seriously use the weapons before deciding how the need to be changed.They gain increases based on the weapon – not the element you are in. If you are in Fire, Earth or Air it will still give the same bonus to the weapon – its based on what WEAPON it is rather then what element you are in for the bonus
I guess i dont understand what you mean.
the passive element bonus’s work on conjures like they work on regular weapons.
if you have 10% bonus damage in fire the conjures get that while you are in fire.
Ah okay i was thinking the stat increases like condition damage and such not from traits
In my opinion 5 second cool down with 2.5sec cool down as a trait and make it so that the Arcane line makes Arcane abilities better
Make Attunements Swap 10 seconds (from 15), eles fixed, thx.
erm, i dont get it. i regularly swap attunements every couple of seconds. even if you don’t add points to arcana, the cd is not 15 seconds.
the cool down without it IS 15seconds, so you saying you swap “every couple of seconds” is either an over exaggeration or a lie.
This is wonderful! Lets give the devs plenty of reasons to nerf ele’s because of hypothetical builds that have no practical use anywhere other than killing training dummies.
Thats really all this video is saying to me, good job on creating it I guess but the only real place this could be used is in the mists against training dummies.
This.
This will be used on rubbish players and they will moan on the forums and we will get nerfed even more.
The class in several areas needs a whole redesign, however this will NEVER happen. We just gotta get used to the game as it is and expect BIG nerfs when people more readily use that Fire grab combo as i bet we will see some big nerfs to the class simply for that combo
Maybe, but that spec is just like the theif spec for backstab-
The only difference is, if an ele misses..they die…
We dont have a stealth
or back to back TeleportsThe biggest thing about that combo is you have to actually hit someone with it, and they need to be either afk, brain dead, or both
Thats very true, it might not be the best or easily used combo – it wont stop the class getting big nerfs if/when it becomes more widely used
conjures already gain the bonus of the element you are in. any element.
Please guys seriously use the weapons before deciding how the need to be changed.
They gain increases based on the weapon – not the element you are in. If you are in Fire, Earth or Air it will still give the same bonus to the weapon – its based on what WEAPON it is rather then what element you are in for the bonus
The class in several areas needs a whole redesign, however this will NEVER happen. We just gotta get used to the game as it is and expect BIG nerfs when people more readily use that Fire grab combo as i bet we will see some big nerfs to the class simply for that combo
Thats true a simple fix – activate every 10seconds then they wouldnt be changed at all or maybe 15seconds
Yes, the fix would be simple…but the programming required to make the actual change is not. That’s kinda what I was referring to.
Yeah for a normal game company i dont think it would be that hard, for Anet it could destroy the whole game seeing how poor they are at actually FIXING things without breaking them or other aspects of th4e class or ability
Trust i feel as you feel and i think we are not the only ones that do feel this way i agree with most of what you say {btw SC2 zerg high diamond here:)}cant wait for HoTs…i do think if Anet dont fix the buggs thats been around since Beta and really work on wvwvw theres not gonna be much in gw2 left to enjoy and elder scroll online will steal alot from them.Alot of people have been begging them to fix the class befor you nerf us to the ground…
Dont forget the FF14 rebuild, that game looks amazing and i got high hopes for that, However this game has some SERIOUS issues that really need to be sorted out and if they dont as if they hadnt had enough time to fix them, they add MORE bugs and issues when ever they release a patch they WILL start losing players i give it a couple of months at most before they start leaving
The problem – without a monthly fee they dont give a crap about the players as long as enough players waste money pon gems and gem store they dont care
Personally i think it should be like this:
5 Second cool down without anything in Arcane and make a trait for Arcane that reduces it to either 1second or 2.5seconds and then change the part where its reduced the more points you have in it to something else – Maybe to increase Arance performance, something like:
Arcane Power – Make every 5 points add another crit hitting attack to it
Arcane Blast – Make the damage do an Extra 1% damage per a point in Arcane
Arcane Wave – Same as Arcane Blast
Arcane Shield – Make it last longer and do more damge per a point in Arcane
I think Arcane Shield should give the attacker a condition every time they hit someone with it. When it explodes giving 5 stacks of condition to everyone in range – the condition it gives could be dependant on what attunement you are in Burning(Fire), Chill(Water), Stun(Air), Bleeding(Earth) something like that
why not reduce the attunement switching to 1second cool down?
Because we also have traits that activate whenever you swap attunements. They’d have to be rebalanced, making it a bit harder than just lowering the cooldowns.
Thats true a simple fix – activate every 10seconds then they wouldnt be changed at all or maybe 15seconds
Agreed. Arcana isn’t needed, especially since most skills have bigger cooldowns than your attunements.
However, there’s some very nice traits in there too that are just too nice to pass up.
Its good IF you play a spefic weapon or build – I’m D/D mostly Air high crit chance build. Elemental Attunement is nice, but not required, Windborne Dagger is nice and so is Arcane Precision but thats it and none are required.
6+ abilities and not including the attunement swapping. Thief could do just as much if not move damage with less time and using less cool downs and from stealth
Just went into the first full server I could find. Oh my, not a single thief. Don’t they know how awesome thieves are? Quick go on every other profession forum and let everyone know how awesome thieves are.
So you had a match without a thief..that means nothing, i have had matches with no Thiefs or Mesmers that does happen you know. Still ALOT easier to do that sorta damage combo as a Thief then having to jump attunement 2 or 3 times and use 6 abilities and hope they cant/dont dodge anything
6+ abilities and not including the attunement swapping. Thief could do just as much if not move damage with less time and using less cool downs and from stealth
Same spec – works fine in all 3
I change from D/D to staff for #2 when attacking/defending bases using it on the door and damaging those behind it works SO wellYou are letting your realm down if you use that in WvW. AoEing with a staff without Blasting Staff means you are far less effective, and trebs will live where they would normally die.
Maybe if you are on walls trying to AoE people that arent near the gate. I stand behind the gate and use Earth #2 it hits plenty of people forcing them to move away from the door while those on the walls/outside mop up the rest.
Pretty much any AoE can be easily dodged or moved out of – especially Meteor Shower, hell i have been stood IN it at times and not been hit during its whole duration.
Add a video against a NON AFK dude? and the spec they could have been running could have been glass cannon which isnt the best way to show off the combo as not everyone in the game runs glass cannon
attunement swapping is not the only issue and personally i dont see why as we are locked into either Melee or Range why we cant swap like every second. It doesnt effect our abilities – they all still have the cool down and we cant swap from range to melee or melee to range…
I’m sorry that you guys don’t enjoy the class in its current state. But honestly, maybe it just isn’t for you.
There are PLENTY of ele’s that love how the class plays, and absolutely own face with it. In fact, D/D ele is known as one of the best, if not the best, 1v1 class in the game.
So I get a little irritated when folks on this board talk about how the class is broken, or is a flawed concept, or whatever.
The class could use some fixes, but so could every other class. All in all, ele is pretty good in its current state. If you think it’s terribly flawed…then maybe it just isn’t for you.
I enjoy the class alot, i dont attunement dance or anything like that as personally i think its a chore, i still dont quite understand why ours have a 15second cool down and weapon swap can have under 10second cool down with traits/sigils
An idea though not sure if it would be “OP” seeing as we are locked into either Range or Melee – why not reduce the attunement switching to 1second cool down? its not going to change the abilities they will still have the same cool down but it will make swapping more fluid, i dont quite see why it has a 15second cool down
An option could be rather then losing all the other conjure abilities is that they are moved to F5 and changed so that the abilities represent what element you are in, you can only have one of these conjures ready to be used at anyone time but they can be changed while out of combat
so the abilities would be as like what i mentioned above with them varying on what attunement you are in – but they wont change from being Range to melee – so the Axe will be primarily a Melee weapon with gap closers/stuns while weapons like Bow would be range attacks such as AoE in Fire, Single/2-3 target in Air and Water could be for like condition removal, healing, boons ect
While the Shield could be defensive but give different benefits – Fury/Might stacks for you while burning foes if in Fire, Air could be like daze, stuns and such while Water could be things like regeneration, chill and leave the earth one the way it is
Maybe it’s because I’m tired / sick, but I’m having trouble with this one. Can you try to explain it again, so I can add it to the collective list? Thanks.
A few posts above i mentioned how the weapons abilities could change based on the attunement you are – the example above i gave was the bow but could work for all the conjure weapons.
Then have them all on F5, like a drop down list but you can only have one “active” and usable at a time. That way D/D eles could have the bow for the element they want rather then being forced to use it in Water/frost
While Staff eles could go for the Axe or shield as they have great range but limited melee so could be great for them as the Bow could be for the melee D/D ele.
Each weapon should have abilities based on the element you are rather then what the weapon is, that way they will gain the benefits of the trait system that gives benefits for being in a specific element, you can also keep the weapon up and change attunements like you can with our current main weapons and they would give the conjure weapons different abilities based on attunement
I just pve d/d. Attunement swapping is more fun imo.
Lets see… just the obvious ones
Eath: area knockdown, two aoe, gap closer
Air: single knockdown, gap maker, gap closer
Water: heal, slow aoe
Fire: aoe, combo field, fire trail thing good for zipping around in fightI try this…
Fire: ring of fire combo field
Earth: stomp gain some might, ring of spikes aoe, #5 really slow explosion aoe, pop the protective bubble, pop the garenteed crit thing before #5 explodes
Lightening: pop stun bubble, whip stuff, use the knockback
Water: heal, dodge backwards, slow aoe, backpeddle while autoattackWhatever u like. If a vet is still alive I like to wolf form (norn) that makes an epic finish.
the problem i see – how many times in a S/TPvp match are you going to be able to get off a whole set of combo attacks? Not very often if at all to long, to complicated when another class could do pretty much that, with few buttons and do more damage
Another conjure kind of idea – forget summoning elemental what if it turned YOU into one :O that would be a freaking sick idea beef up the appearances a bit, a bit of work to the fire one (due to flying) and it would be the COOLEST elite in the whole game!
An option could be rather then losing all the other conjure abilities is that they are moved to F5 and changed so that the abilities represent what element you are in, you can only have one of these conjures ready to be used at anyone time but they can be changed while out of combat
so the abilities would be as like what i mentioned above with them varying on what attunement you are in – but they wont change from being Range to melee – so the Axe will be primarily a Melee weapon with gap closers/stuns while weapons like Bow would be range attacks such as AoE in Fire, Single/2-3 target in Air and Water could be for like condition removal, healing, boons ect
While the Shield could be defensive but give different benefits – Fury/Might stacks for you while burning foes if in Fire, Air could be like daze, stuns and such while Water could be things like regeneration, chill and leave the earth one the way it is
Shame that NONE of this will even be considered for Elementalists they will just be looking at what we use the most and enjoy now which is D/D and find away not only to nerf it but break it beyond it being semi useful
Well, the basic idea here is that your character specializes in one attunement… So that attunement should be more effective than all the others. This is in line with the “Lightning Mage”, or the “Ice/Water Wizard” concept. I do agree with your assessment of losing stats though, so perhaps just call it an overall 10% increased effectiveness for that chosen attunement which offsets the loss of all the other weapons.
so you wouldnt have access to the other elements?
That would be a HUGE nerf to the classWe NEED the other elements for all out defense/offense abilities they cant all be sqeezed onto a single set of 5/10 abilities or would you rather it – if you picked
Fire you ONLY had damage – No CC, no Defense, no healing
Air you ONLY had CC/Group damage – Less damage then fire, no healing, no defense
Water you ONLY had healing – no damage, no CC, no defense
Earth you ONLY had defense – no damage, no healing, no CC?
I said you would lose the option of slotting the other Conjured Weapons, NOT the regular attunement skills or swaps…. This is what Plat suggested and I am building on it.
Essentially, you would gain a 5th attunement slot. The last one would be the weapon. So you would now have 4 attunement slots and also a weapon slot. You would no longer need to slot a weapon in 6-9. It would always be available to you via your utility slot..
So we would basically lose like 4 or 5 utility abilities and what about the Greatsword?
In my opinion as it is, this wouldnt work. Keep them as “kits” and get some other new F5 ability that can be cast in attunement no matter what the ability is
Well, the basic idea here is that your character specializes in one attunement… So that attunement should be more effective than all the others. This is in line with the “Lightning Mage”, or the “Ice/Water Wizard” concept. I do agree with your assessment of losing stats though, so perhaps just call it an overall 10% increased effectiveness for that chosen attunement which offsets the loss of all the other weapons.
so you wouldnt have access to the other elements?
That would be a HUGE nerf to the class
We NEED the other elements for all out defense/offense abilities they cant all be sqeezed onto a single set of 5/10 abilities or would you rather it – if you picked
Fire you ONLY had damage – No CC, no Defense, no healing
Air you ONLY had CC/Group damage – Less damage then fire, no healing, no defense
Water you ONLY had healing – no damage, no CC, no defense
Earth you ONLY had defense – no damage, no healing, no CC
?
This is a great discussion and there are some awesome ideas bubbling up from it. Whether Anet will listen to us or not is another story but, to expand on all the above, I was thinking that if we take Plats idea of picking an attunement, you basically choose that attunement to specialize in above all others. At that point you then will get additional benefits for being in that attunement, those traits/skills would get a 10% buff and all others a 10% decrease in overall effectiveness. The chosen weapon set becomes a utility slot much like the Engy and when you select it, your skills change over to that weapons, which increased stat bonuses.
stats should NOT be changed, it should be some sort of ability. Having stat increases and decreases is to much and is to much of a nerf for situations other then the one you WANT to happen.
like going fire – you deal more damage but take more damage kind of thing this would mean you would need to go Water/Earth in traits to counter the more damage you take
Like where your going with this and its kind of what I thought Plat was headed towards.. Didn’t realize he was talking about nerfing our class…
Yeah, the idea of picking a elemental specialty or something could be good if we got something from it but that DINT force us into that role/element most of the time – maybe a utility spell or something
I see.
What if when you declare your element of choice at character creation it determines your conjure weapon as an F5? You could change it later. Existing Eles would be given the choice after a patch or when re-traiting. This would let people see themselves as “lightning elementalists, wielding the hammer” or “earth elementalists, wielding the shield” without changing anything else related to attunement swapping.
Now your talking, but not sure where your going with this…
Your talking about forcing people to choose one attunement over all others as a “primary”. This is an outstanding idea to me. Not so sure about others. Also, assuming Anet was willing to completely “re-tool” the Ele into something like this, how would the Conjurs work? What about your regular abilities in your chosen Attunement?
An idea could be – The abilities change depending on your current Atunement for example for “Frost Bow”
Flame Bow: Good AoE damage and Multi target damage – similar to the staff
Water Bow – Similar to water Staff – Healing, chill
Air – Good Single Target, a Good Multi target (fan shot?) and some sort of CC like cripple, weakness or something
Earth would be the tough one, could make it like the staff but tweak it so they suit a bow weapon. This could be done for all the conjures so that you dont have an Offensive and defensive Conjures – let you continue to play the way you like with the element you like
I see.
What if when you declare your element of choice at character creation it determines your conjure weapon as an F5? You could change it later. Existing Eles would be given the choice after a patch or when re-traiting. This would let people see themselves as “lightning elementalists, wielding the hammer” or “earth elementalists, wielding the shield” without changing anything else related to attunement swapping.
Personally kinda like the idea in that you pick the element you like the most and get some sort of bonus/buff to that element but i dont think Conjure weapons should be on that line.
Think they should be option to everyone – think CGS should stay the way it is, maybe buff it a bit as it is meant to be an elite but the others i think would need a tweak and reduced damage if they are going to be allowed to be used for extended periods of time
