In the overflow I was in, everyone on a turret had 5 seconds or more of skill lag, making it impossible.
They drop the poison, and they also have the oh-so-lovely ‘out of range’ bug when targeted with some projectiles.
With these dead, the turrets can take away his resistance with the number 2 attack.
Some of you people need to realise that bag slots actually require BAGS put in them…
Why are Elementalist cooldowns so long? Even the utility (6 to 0 keybound) skills have ridiculous cooldowns. 90 seconds for Armour of Earth???
Couldn’t agree with you more. But lets start with a few small things. I pointed out a possibility that I think would be a nice fix for mesmer’s with mantra’s, but I would also like to see feedback as well. I think the reason long utility cooldowns exist in ele is because they have 25 weapon skills to filter through instead of 10 like the rest of us….just saying. I agree Ele is very squishy class, perhaps a trait to increase the duration of some utility/defensive skills might balance the long recharge?
Yeah, eles do lack traits like that. In fact, most of their traits are mediocre attunement specific ones.
Why are Elementalist cooldowns so long? Even the utility (6 to 0 keybound) skills have ridiculous cooldowns. 90 seconds for Armour of Earth???
Increasing base HP for ele is more valid than it seems. Initially, the ele was designed and advertised as a profession of destruction, but anet has eventually settled it as a jack-of-all-trades, probably due to the nature of the attunement system. For this reason, they could very well get jack-of-all-trades levels of HP, like engineer or ranger have/ are.
Of course, this would make HP distribution across professions a bit uneven. Each spellcasting class has different levels of HP. Although the same doesn’t applies to adventurer classes (both engie and ranger have same hp/ armor), so why not for ele sharing mesmer’s hp/ armor stats?
In fact, I think it would make more sense for a mesmer’s hp to get switched with ele’s. Sorry, Mesmer fans, I don’t really want to suggest nerfs to you! But if we think about it, mesmers, much like thieves, have build in defenses (clones, and a bit of stealth). The AI will attack clones often, and clones + stealth + tab targetting is strong versus players. That’s why mesmers, like thieves, are the two professions that can most afford using berserker gear in pvp. Not only that, but mesmer’s passive playstyle makes it a bit too easy to play, so less HP would make them a bit harder to master. But I understand that they are not really top-meta right now, so this nerf is probably unfair.
Another possibility, is to shorten the HP gap between professions. Give 13k base hp to eles/ thieves/ guardians. But maybe it would break the other two professions? At the very least the Guardian?
The problem with ele’s HP is also the skills, which in theory should justify it, but in practise does not. Most of ele’s survival comes from traits. Vigor, protection when swapping to earth, and regeneration/ healing/ condition removal/ on swapping to water and dodging while in water. When it comes to skills, a non-water/ arcana ele can’t stack enough heals, nor do they have enough protection available on earth (not talking about the boon, but that one is also missing). Most of their earth skills revolve around short-term disruption, bleeding, or cripple, which is fine, but it lacks serious defensive skills, with the exception of focus.
This is the perfect opportunity to emphasize my suggestions for a healing frost fan in the frost bow, an healing signet of water, and I would go further and suggest serious defensive traits for their earth traitline. This would give eles more sources to stack defense/ healing without relying on water/ arcana traits so much.
Air and fire traits also need more defense. An auto-cleasing flames in fire, vigor in fire, blind and weakness in air, etc.
EDIT: And please, switch fire’s condition duration with earth’s condition damage. It just makes more sense this way. Many burning effects only last 1s, which makes duration underwhelming, and many conditions are available in earth’s skills or traits. Besides, burning is ele’s main source of condition damage, not bleeding. Swapping those two would be a nice buff to both traitlines, without being overpowered, broken or anything. The current stat placement has little synergy, ad that’s also bland and unfun. And if devs’ intention is for players to make specific trait combos… well, they would still do it. A condi-ele would probably still want both.
Nicely said. Except the Mesmer part. Illusions are fantastic protection in PvE, but not so much in PvP and WvW. That is where the health comes in.
(edited by Avatara.1042)
Increase base HP to 18-20k like mesmers.
Our base HP is not 18-20k. It’s around 15k. If we want more, it comes from gear and traiting into likes just like eles trait into earth.
Elementalists have 10k base…no idea why. Guardians and Thieves also have this base health, but Guardians are tanks with innate healing, heavy armour and a zillion cleanses, while Thieves have medium armour, are very slippery, and are nearly impossible to lockdown.
Compare them to Elementalists, who have light armour and…a 40 second cooldown extra 2k heal? Nice work, Anet.
Elementalist
We’re working on the staff in an effort to make it a stronger support weapon, and we also improved the conjure weapons so that they’re stronger for support. You’ll see improvements to all 4 of the conjure weapons to make them stronger and better for support.If you change my Fiery Greatsword 4-th ability, I will use swearing vengeance and immediately get rid of this game.
He said all 4 of the conjure weapons (there are 5), so he probably forgot we even had Fiery Greatsword.
Interesting. Will have to troll it. I mean try it.
Modern Armour? Like tanks? :P
Glyph of Elemental Power.
Glyph of Renewal.
Focus..
Focus..
Focus..
Focus improvements, yes please.
Glyph of renewal, not my thing, do with it as you want.
Glyph of elemental power is one of my favorite abilities, do not ruin it
Forty five seconds of cripple is amazing especially when combo’d with glyph of storms. The only change it needs is to apply a different (more useful) condition in air, vulnerability would be great.
Um, no. Weakness >>>>>>>>>>>>>>>>>>> Vulnerability, especially with the ICD of that glyph.
Also making a Glyph build actually viable would be a good start for Anet.
Engineer Grenade kit 1 attack having an auto-attack toggle would make me play the profession. As it stands now, I actually want to use my left hand in the future.
Has anyone tried this? I want to make a troll build for running into enemy sieges in WvW, and these runes plus the interrupts of Tornado would be hilarious.
Ride the Lagning is a great way for Oceanic players to die horribly.
Isn’t there a ranger signet cooldown reduction in the first traitline?… 20% or something?
trait IV?
There is, but it only reduces the cooldown. Nothing more. Most classes signet cooldown reduction trait also gives an additional effect. Rangers don’t get that directly. We need to pick up an additional Grandmaster trait to get a secondary effect on our signets.
Elementalists have 5 separate Signet traits, plus 2 extra horrible shared ones. So 7 in total, including the 20% reduction only one you hate.
Actually, only the necro and thief have something extra added to their 20% cooldown reduction trait. No one has as many useless and spread traits as the Elementalist, though.
That ranger trait that gives 3 stacks of might for 15 seconds on Signet use is pretty weak, though, seeing as Necros get it tacked on to their cooldown reduction trait.
(edited by Avatara.1042)
The daily activity is probably the best way now.
Stay classy, mods.
I know eh..they have only had a year…
Can you tell us more about the “changes to some of the Ranger weapons”. Rangers have been ignored for so long we get nervous when you say you’re changing something.
I feel you ranger friend.
Hot.
Spec 10 points into Discipline for Warrior’s Sprint.
Warriors are actually the fastest class.
Point is, discuss thieves elsewhere unless its a direct IDEA that would benefit ALL.. IE give a detailed idea of how it would benefit all. quit saying “stealth doesnt have a direct counter” thats the whole point of it BEING stealth, you DO NOT KNOW. it is not supposed to have a counter/direct counter, if it did it would not be stealth. now. get back to the topic and go RANT elsewhere kitten , the dev already asked nicely
Perhaps the worst logic I have ever seen on these forums.
did you know ele deals the most dps in pve?
No I never use my Ele in PVE well haven’t since leveling her up 10-11 months ago. So I can’t agree or disagree with you on that statement. I just think the class needs more balance between DPS & Support with in its viable builds. My play style is geared towards consistent pressure. I do not zerker or bunker but I find with the Ele class you tend to need to lean towards bunker due to low Hp.
Eles use a bug with Fiery Greatsword to do the most DPS. Not exactly what you would call stellar design or actual gameplay.
I agree. Especially seeing as eles cannot weapon swap.
Sure…if all cooldowns are massively increased, and auto-attack damage is massively decreased. Just like the Elementalist.
30 points in Arcana.
30 points in Arcana.
30 points in Arcana.
30 points in Arcana.
30 points in Arcana.
30 points in Arcana.
30 points in Arcana.
I want to emphasize what others have said about a few ele’s skills.
Ride the Lightning
This skill currently feels like a monster contrained by iron bars. I think players feel that constraint in the skin. The conditional cooldown is clunky, and if it was meant to be used offensively more so than defensively, it is doing the opposite. For all intents and purposes, RTL is now a 40s escape skill. Players don’t want to use it offensively, because it checks if the skill successfully hits or not. Any block, miss or evade will put it at 40s cooldown. This should definitely be fixed, but I would probably go further, and also suggest a 15/ 30s cooldown. Why? From a d/d’s point of view, 15s was perfect for a leap skill. Anet could also consider a 900 range RTL with a global 20s cooldown. It’ll be easier to counter when fighting professions with 900-1200 ranged skills.
Also, please, and this is really important, but never – ever, have this skill auto-target, even when the option is ON. I like using auto-targetting, but this pretty much comes at the cost of almost never being able to use RTL as an escape skill. As it is, that option nerfs this skill.
Lava Font
Needs the Geyser treatment. This skill depends on Blasting Staff to be useful.
That being said, I love the 1s delay in damage, and I think all combo fields should be like that.
Auto-Attacks
Improving ele’s auto-attacks across the board would fix several issues with this profession, like the high skill floor (new players would have an easier time learning this profession), the lack of sustain damage, and more importantly, it would give players the option to hold within their attunements a little bit longer, toning down the over-reliance on arcana’s 60% attunement recharge rate. All should be on the level of Lightning Whip.
Here’s how I would buff them:
Dragon’s Claw: Hard to say, it’s a worse version of LW. Maybe should deal more damage than LW if the target gets hit by the 3 fire beams.
Vapor Blade: Fix the obstructing terrain bug, increase vulnerability to 8s-12s, and have it add 2 stacks. This would make it an interesting set-up skill. The duration needs to last long enough, so that an elementalist has enough time to switch to other attunements and make their rotations with the full benefit from vulnerability. Because doing so already comes at the cost of many precious seconds, I also recomment 2 stacks per hit. Or maybe just a faster animation.
Impale: First, this skill should have 600 range. It just feels more natural this way. Second, bleeding should be buffed somehow, maybe to 12s, so that condi-eles can maintain bleeding a bit easier.
Flame Strike: Slightly lower casting time. I believe there’s a bug with the casting bar, which fills faster than the actual duration. I’ve self-interrupted this skill so many times due to this. Also, more direct damage, because that’s what scepter needs.
Ice Shards: This skills wants to be the “Lightning Whip” of this weapon. Considering that arc lightning is great to proc critical effects, and the other two auto-attacks revolved around conditions, all this skill needs is a plain damage buff. It should literally deal as much damage as LW. Yes, yes, it is ranged, but it’s also single-target.
Stone Shards: Bleeding 6s->8s. This skill is slow, but that’s a fine drawback. perhaps a bit more direct damage as well, but I think it’s bleeding that should get buffed.
Fireball: I think this skill is almost fine, considering its 1200 ranged and aoe. But I would make a slight change: slightly bigger radius, doesn’t needs to be much. Fire attunement is the aoe attunement, right? Increase the radius, and make air the specialized single-target attunement.
Chain Lightning/ Lightning Surge: I’m going with a few posters here. Make the number #2 skill the staff’s auto-attack, remove its cooldown, and make it single-target. A hard-hitting auto-attack that can blind is pretty cool, and I think the casting time makes it balanced. Put a cooldown on chain lightning, and strengthen it with some vulnerability, faster animation or higher damage. Alternatively, make the first hit from CL hit twice as hard, the two following beams deal only half the damage. Both of those skills are currently a bit underwhelming, and they are the perfect opportunity to add to staff some extra single-target power.
Water Blast: Even though it is to get buffed, it was still one of the worst auto-attacks in a profession with weak auto-attacks. As posters have been saying here, please, add a reliable radius width. 180+ IMO.
Stoning: The weakness is cool, but slightly more damage please. Doesn’t needs to be much, but staff needs a bit more sustain across all non-fire skills, eruption is tricky, and other skills barely deal damage. Shockwave could get 3 stacks of bleeding too, though.
+1
Gonna eat me an ascended potato.
Hi Jonathan, while I don’t have any comments on specific parts of the patch preview, I would just like to say how happy I am to see this thread. In GW1, one of my favorite things was the notes for every set of skill changes, explaining the reasons behind them. I’ve missed this kind of communication in GW2, and while I won’t blame you for that (forum ragers, etc), I have to say I’m very relieved to see this happen. Thanks for the effort into this thread!
Edit: Corrected a typo.
If they are scared off by forum ragers, they need to find a different job.
Ride the Lightning + Oceanic ping = 40 second cooldown even if you hit (rubberband) something.
What happens to the useless traits like Elementalist’s Burning Precision? It has a 30% chance, ON A CRITICAL, to do a 1 second burn. It seems like this useless trait will be even more useless with the duration conditions stacking change.
Human racial skills also all suck.
Meh! The ele changes are underwhelming to me so i wont be coming back anytime soon.
Pretty much. Not sure if I should bother…
I have also never got it to quite work. Just like Signet builds.
Elementalist:
- Signet build is still not viable.
- Glyphs still absolutely suck.
- Fire still has many useless traits and is horrible for non-fire users
- ARCANA IS STILL REQUIRED DUE TO STUPID ATTUNEMENT RECHARGE MECHANICS AND BLASTING STAFF.
- Lowest hp and armour means go water or go home for large scale pvp.
- Toughness is still a horrible stat.
- Massive reliance on survivability skills.
- No viable Condition build outside of solo content such as Liadri.
Your changes do nothing to address the core problems of the elementalist.
(edited by Avatara.1042)
Elementalist SUPPORT AND CONJURE BUFFS? Those are meaningless without SURVIVAL AND VIABILITY buffs.
Soft wood is not easy to farm…
Obvious “that’s what she said….”, jokes aside, taking more logs per plank does NOT make it harder to farm….just longer. In fact, it is distributed across more zones than any other basic material (except maybe iron ore). The higher availability is exactly why they changed it from 3 logs to 4 logs per plank quite a while ago.
I fail to see how a LVL 80 in a lower end zone causes anyone a problem. Now if they are trying to “champ train” and are yelling at new players to not kill the Champs they are trying to farm, then that’s different. I go to starter zones with my LVL 80 all the time for various reasons and try to go out of my way to be helpful to lower level players.
Wait…no she didn’t say that about me….
You lack a point.
No one likes kormir.
Pretty much sums up nightfall’s storyline, so spoiler alert I guess.
Love that vid.
I guess you are right about it being centred on the player. But a spammable bomb’s secondary effect is still not the same as an AoE buff.
It does not drop ascended mats…
I was joking.
Anyway, a level 80 elementalist is the equivalent of a level 2 warrior, so Anet probably let it go.
One must ask, however, why it took them over a year after release to incorporate a useful LFG system in this day and age (honestly, EVERY new MMO should have a functioning LFG system at launch….to not have one shows pure laziness or uncaring on the devs’ part). Disconnect from reality maybe? Or just lazy devs? Or maybe they just didn’t give a kitten. At any rate, I guess it’s better late than never. To bad they already lost a big chunk of players who got tired of waiting for them to get their kitten in gear and put this in the game.
Yep.
It is not just you.
Dude those are big enough. My bomb kit engi will be stoked when the patch comes out and it is no longer necessary to take forceful explosives just to help your teammates out with healing bombs.
That is A LOT different to AoEs that are centred on the player.
Glass is not the right word for eles who do this. Glass is for classes who have more than the lowest base health and armour. Eles are wet paper.
This is the only hacked account story I have ever read with a happy ending.
It is not over yet.
Statue of Dwayna – Now instantly heals herself whenever she kittens into a corner. Added an extra .00001% to drop a charged lodestone for added time and effort. Players no longer can beat up Malchor. They have to pay him for his services.
Lyssa – Added more gorillas.
Melandru – Added more jokes about Asurans being short. Spiders no longer drop glided chests. Mobs have 50% less health so you can’t tag anything.
So true. So painful.
Level 80 players shouldn’t be running around low level zones harvesting newbie logs. End of story.
They need to lower the plank cost, and increase the supply of soft logs anyway. Running around like NSW Origin newbs is only part of the issue.
Not even Dragons seem to have the power to prevent Ghosts from haunting an area where their traumatic deaths may have occurred. …this seems to tie in with the Mists and ‘the Rift’ itself. There’s a chance we might get more answers on it if the Thaumaneuva Reactor actually gets some rich back story to it, but I wouldn’t hold your your breath on that. The Living Story team seems more interested in hawking cash shop items than selling us reasonable explanations and plot.
….Bear in mind that we’re not even Ascended heroes or chosen and we’re definitely not Weh No Su in this new continuation so all the Phantasmal entities we see are manifest through their own means, not ours.
That’s a good point. Kind of makes you wonder what’s the Mursaat up to these days.
Only 3 Mursaat survived the onslaught of the War in Kryta, and it’s unlikely that they reproduce, since they aren’t sentient beings. Chances are they’ve all died off some way or another by now, or all 3 fled to the Isle of Janthir where they originally came from.
What? The Mursaat were/are sentient beings just like any other race. They were one of the original 5 races (alongside Forgotten, Jotun, and others) who fought off the Elder Dragons the last time they appeared. They filled the role of the Asura, as the most intelligent and magically-inclined of the races of their time.
Humans are the most magically inclined. But yeah, no idea what that guy was on about.
That would be against Anet’s policy of non-communication.
Forty five seconds of cripple is amazing especially when combo’d with glyph of storms. The only change it needs is to apply a different (more useful) condition in air, vulnerability would be great.