(edited by Erebus.7568)
From a tPvP perspective:
If these patch notes are legit, then a bunker-ish ele can stack 25 might + Fury permanently on anyone at a node without much effort.Staff bunkering is getting tuned up as well and may very well become a real bear to deal with for a number of the meta builds.
I can’t speak to other portions of the game, but in tPvP I think these changes would make Ele a legitimately viable option. The builds that would work would be high skill-floor, but I am willing to bet that if these notes go live, then you will see ele’s in tPvP again.
emm how again would this fix ANY! of the curren issue’s with using an ele in tpvp (even as bunker) instead of lets say guardian, engi, war, necro or ranger ?! which all would do a better job at it.
even IF the situation precented it where you effectively could buff up others permanently (ofc only for the time you are near them. its only variable to buff up right before a fight, and wont last for very long after. so permanent is a bit happy thinking and ignoring cd concerns) in tpvp equel with spvp you would buff 1-2 people at best and besides that be just as freaking useless as you always have…
i dont see how these changes in any way would make the ele valid. so please do enlighten me of to what exactly in the changes would suddenly fix the current issue’s of using an ele over any other class -.-
(edited by Erebus.7568)
There’s one major buff in here for elementalists that everyone’s not discussing because it isn’t under the elementalist section.
“Made it a bit easier to retarget channeled skills (now if you try to recast them on a separate target, it will cancel your current instance of the skill and start casting it again on the other target)”
Scepter air auto, anyone? I don’t know about you, but I hate being stuck auto-ing a corpse for 2 seconds when something else is attacking me. This QoL update will do major things for us. Aside from that, they buffed flame axe off the charts, fixed a bug, and added some levels of consistency. This doesn’t mean they won’t change the exact radius later on, guys!
And lest we forget Superior Rune of the Traveler lets us take 3 utility skills now instead of 2 and a movespeed signet?
you gotta be kidding me -.- you seriously telling me that the switch from a DEAD target to a living (this would be pure pve else in pvp the ticks just does dmg) is a MAJOR! thing for you so you dont wasted a maximum of 1-2 second ? which mobs exactly are you killing where this would EVER be an issue?, its certainly not veterans or harder since the time to kill them is high enough so the 1-2 seconds really doesnt matter and more importently there isnt enough of them packed in general for it to matter…
i will say it was kitten annoying and it keep attacking a dead target was CLEARLY a bug. but saying this is a MAJOR thing is kittening bullkitten.
everything else they tweak to the ele’s advantage is gimmicky as hell and useless in any serious build for anything then easy mode kitten farming which other classes still do a craptons better.
there is one usefull buff which is the geyseer aoe increase, but the healing amount on the staff is soo low now that it really doesnt do much, its minor survive it adds and its still a major issue to get people to stay in it in a situation where they really need the healing (especially becouse it last so incredibly short as well)
trying to defend anets complete oversight of ele’s especially staff ele’s forever is just sad.
(edited by Erebus.7568)
this is how i would change the skills BTW :
staff changes: (these are changes to the current effect of the skills)
Aall aoe’s including auto attacks should be effected by blasting staff trait.
All #1(first skills, auto attacks) have their cast time reduced to 1/3-1/2 sec and the projectile speed *2.
.
.
Fire #1 (fireball) radius should be 150.
Fire #2 (larva front) instant dmg on apply(same as necro’s marks), doing 25% more for each consecutive tick (meaning second tick would do 25% more, third hit 50% more, 4 hit 75% more dmg).
Fire #3 (flame burst) do dmg equel to 1 auto attack in the aoe range and apply burn. Radius should be 220.
Fire #4 (burning retreat) should created a burning aoe of radius 50 for 5sec around the end point (the point you land)
Fire #5 (meteor storm) got two suggestions on this one either: both should have blast finisher
Version 1:meteors starts coming down instantly when channel starts(in the same manner as now when maximum meteors per second is falling), meteors hits in an aoe around the mouse (meaning you can consistently move the targeting area while the channel is ongoing) channel is canceled if moving and last for up to 6 seconds.
Version 2: can be casted while moving, cast time 1 second, full meteors fall at area after the cast is done and last for approximately same time as now. (a lot more boring then version 1 which would be awesomely cool but a lot easier to do)
.
.
Water #1 (water blast) be able to target friendly targets for 50% higher single target heal and small 25% lower aoe dmg.
Water #2 (ice spike) cast time 0,5 sec, delay on hit 1 sec. Blast finisher
Water #3 (geyser) targetable on friendly, will lash onto the target and have the target as its centrum for the duration. First healing tick is instant when it lands
Water #4 (frozen ground) 3 seconds chill. No other change
Water #5 (healing rain) when cast heals for 1 tick of geyser, cast time reduced to 1/2.
.
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Lightning #1 (chain lightning) Now only hits 1 target, down from 3. does 60% more dmg. Blast finisher
Lightning #2 (lightning surge) cast time 0,5 sec. OR make it a 2 second channel that does high dmg and aoe blind each second, with first blind being instant, so 3 blind ticks and 6 dmg ticks (each 0,5sec dmg tick).
Lightning #3 (gust) aoe pushback changed to 90¤ instant of single target: OR make it a ground target spell which created a vortex that draws enemies too it within a 600 aoe radius of placement.
Lightning #4 (windborne speed) no change
Lightning #5 (static field) does the effect per time you touch the line not just on first touch.
.
.
Earth# (stoning) dmg *2 removed the blast finisher
Earth# (eruption) cast time 1/2 sec, delay on hit 1 sec. move the majority of the dmg to damage instead of bleed. So 25% of the dmg is from bleed 75% is from the dmg. stil a blast finisher
Earth# (magnetic aura) add stability to it for the duration.
Earth# (unsteady ground) Root instead of cripple
Earth# (shockwave) cast time instant. projectile speed *1,7, wide *1,2. removed the blast finisher
(edited by Erebus.7568)
Think your cast time is too high in general 3/4 sec is still too high, should be closer to 1/2 or even 1/3 depending on the skill.
Like the increase of the aoe range but really dislike the dmg reduction. Fireballs dmg is already not great and reducing it even more would hurt it majorly.
The second versions seems good although too high cast time as mentioned.
Heal blast should be targetable on friendlies. No need to boost it to 600 and that wont solve the major issue that you cant reliably hit the friendly you want to hit with it.
Ice spike: the delay on dmg is the major issue, I do agree that cast time should be reduced to 1/2 as well, but the delay need major reduction as well. Blast finisher would be good.
Greyser, same issue as water blast, make it targetable on friendlies and make it stick to a friendly target.
Lightning bolt is a very cool idea I will snatch that for my suggestions I would make it a blast finisher though.
Lightning surge is supposed to be single target with an aoe blind. I think it does its purpose the cast time is just way too long and need reduction. Around 0,5sec would be fine
Could ofc make it some kinda cool channel that blinds as well.
Gust I agree on, I don’t think the range should be decrease to 600 though. 900 or 1200 it should be. But no cripple.
The vortex idea is freaking Awesome though, I would love to have that doubt they would ever allow something that cool though
Static field I fully agree with.
Eruption: dmg delay need to be a lot lower.
I like the unsteady ground change, but I am afraid it would get incredibly strong if it applied that many stacks of torment each second. Think changing it to a root is much better and god knows we need the roots.
Shockwave I agree on. Although I think the increase should be a lot higher speed wise. Like *1,7
that was the skills looking at your changes to the traits now.
I dont like the linger idea at all since it promote the extreme ”spamming between attunements” instead of focusing on changing attunements only when you got a need to becouse of the skill use.
I think the current attunement system need to be revamped, and we need an actual ability besides the ability to “change weapons” with less effective skills but “4” weapon sets. Which is nothing else then every other class got for free.
So here is my suggestion to change the current system and give us an actually F1-F4 ability.
https://forum-en.gw2archive.eu/forum/professions/elementalist/Attunement-and-Traits-Revamp-idea/first#post2825766
(edited by Erebus.7568)
EDIT: Edited some blast finishers to be more balanced(was brought to my attention so took a good look at them).
all attunements now have 1 finisher only. which is diffinately not op compared to other classes weapons.
removed list from old post and posted again here:
staff changes: (these are changes to the current effect of the skills)
Aall aoe’s including auto attacks should be effected by blasting staff trait.
All #1(first skills, auto attacks) have their cast time reduced to 1/3-1/2 sec and the projectile speed *2.
.
.
Fire #1 (fireball) radius should be 150.
Fire #2 (larva front) instant dmg on apply(same as necro’s marks), doing 25% more for each consecutive tick (meaning second tick would do 25% more, third hit 50% more, 4 hit 75% more dmg).
Fire #3 (flame burst) do dmg equel to 1 auto attack in the aoe range and apply burn. Radius should be 220.
Fire #4 (burning retreat) should created a burning aoe of radius 50 for 5sec around the end point (the point you land)
Fire #5 (meteor storm) got two suggestions on this one either: both should have blast finisher
Version 1:meteors starts coming down instantly when channel starts(in the same manner as now when maximum meteors per second is falling), meteors hits in an aoe around the mouse (meaning you can consistently move the targeting area while the channel is ongoing) channel is canceled if moving and last for up to 6 seconds.
Version 2: can be casted while moving, cast time 1 second, full meteors fall at area after the cast is done and last for approximately same time as now. (a lot more boring then version 1 which would be awesomely cool but a lot easier to do)
.
.
Water #1 (water blast) be able to target friendly targets for 50% higher single target heal and small 25% lower aoe dmg.
Water #2 (ice spike) cast time 0,5 sec, delay on hit 1 sec. Blast finisher
Water #3 (geyser) targetable on friendly, will lash onto the target and have the target as its centrum for the duration. First healing tick is instant when it lands
Water #4 (frozen ground) 3 seconds chill. No other change
Water #5 (healing rain) when cast heals for 1 tick of geyser, cast time reduced to 1/2.
.
.
Lightning #1 (chain lightning) Now only hits 1 target, down from 3. does 60% more dmg. Blast finisher
Lightning #2 (lightning surge) cast time 0,5 sec. OR make it a 2 second channel that does high dmg and aoe blind each second, with first blind being instant, so 3 blind ticks and 6 dmg ticks (each 0,5sec dmg tick).
Lightning #3 (gust) aoe pushback changed to 90¤ instant of single target: OR make it a ground target spell which created a vortex that draws enemies too it within a 600 aoe radius of placement.
Lightning #4 (windborne speed) no change
Lightning #5 (static field) does the effect per time you touch the line not just on first touch.
.
.
Earth# (stoning) dmg *2 removed the blast finisher
Earth# (eruption) cast time 1/2 sec, delay on hit 1 sec. move the majority of the dmg to damage instead of bleed. So 25% of the dmg is from bleed 75% is from the dmg. stil a blast finisher
Earth# (magnetic aura) add stability to it for the duration.
Earth# (unsteady ground) Root instead of cripple
Earth# (shockwave) cast time instant. projectile speed *1,7, wide *1,2. removed the blast finisher
.
.
This is how I would like to see the staff which would make it a very valid choice of weapon to use while good players would still be able to negate all its big hits with dodge’s without rendering it completely useless by doing so.
(edited by Erebus.7568)
yer just sad to see the weak staff changes. and ele changes in general:
see THIS is how the staff changes should have been:.
staff changes: (these are changes to the current effect of the skills)
Aall aoe’s including auto attacks should be effected by blasting staff trait.
All #1(first skills, auto attacks) have their cast time reduced to 1/3-1/2 sec and the projectile speed *2.
.
.
Fire #1 (fireball) radius should be 150.
Fire #2 (larva front) instant dmg on apply(same as necro’s marks), doing 25% more for each consecutive tick (meaning second tick would do 25% more, third hit 50% more, 4 hit 75% more dmg).
Fire #3 (flame burst) do dmg equel to 1 auto attack in the aoe range and apply burn. Radius should be 220.
Fire #4 (burning retreat) should created a burning aoe of radius 50 for 5sec around the end point (the point you land)
Fire #5 (meteor storm) got two suggestions on this one either: both should have blast finisher
Version 1:meteors starts coming down instantly when channel starts(in the same manner as now when maximum meteors per second is falling), meteors hits in an aoe around the mouse (meaning you can consistently move the targeting area while the channel is ongoing) channel is canceled if moving and last for up to 6 seconds.
Version 2: can be casted while moving, cast time 1 second, full meteors fall at area after the cast is done and last for approximately same time as now. (a lot more boring then version 1 which would be awesomely cool but a lot easier to do)
.
.
Water #1 (water blast) be able to target friendly targets for 50% higher single target heal and small 25% lower aoe dmg.
Water #2 (ice spike) cast time 0,5 sec, delay on hit 1 sec. Blast finisher
Water #3 (geyser) targetable on friendly, will lash onto the target and have the target as its centrum for the duration. First healing tick is instant when it lands
Water #4 (frozen ground) 3 seconds chill. No other change
Water #5 (healing rain) when cast heals for 1 tick of geyser, cast time reduced to 1/2.
.
.
Lightning #1 (chain lightning) Now only hits 1 target, down from 3. does 60% more dmg. Blast finisher
Lightning #2 (lightning surge) cast time 0,5 sec OR make it a 2 second channel that does high dmg and aoe blind each second, with first blind being instant, so 3 blind ticks and 6 dmg ticks (each 0,5sec dmg tick).
Lightning #3 (gust) aoe pushback changed to 90¤ instant of single target OR make it a ground target spell which created a vortex that draws enemies too it within a 600 aoe radius of placement.
Lightning #4 (windborne speed) no change
Lightning #5 (static field) does the effect per time you touch the line not just on first touch.
.
.
Earth# (stoning) dmg *2 removed the blast finisher
Earth# (eruption) cast time 1/2 sec, delay on hit 1 sec. move the majority of the dmg to damage instead of bleed. So 25% of the dmg is from bleed 75% is from the dmg. stil a blast finisher
Earth# (magnetic aura) add stability to it for the duration.
Earth# (unsteady ground) Root instead of cripple
Earth# (shockwave) cast time instant. projectile speed *1,7, wide *1,2. removed the blast finisher
and THIS is how the trait and attunement changes should have been:
https://forum-en.gw2archive.eu/forum/professions/elementalist/Attunement-and-Traits-Revamp-idea/first#post2825766
but nooo we get 1 silly little minimal change that means absolutely nothing… bs
(edited by Erebus.7568)
I just can’t believe warriors, necros, and engies got buffs, while eles get nothing.
At a loss of words tbh.
this!.
it really does show the complete and utter uselessness of the devs. they are so far away from reality its just mindblowingly crazy..
extremely dissapointed at the minimum buffs to the staff -.- wtf are those devs doing.. its just pethetic to look at..
(edited by Erebus.7568)
Whooo! 240 radius staff water #3 instead of 180! Oh, don’t forget the added healing bonus to our staff water #1!
We are fixed!
well unless you can target friendly targets with it i am not that happy :/ hate how its an melee only support, it its quite weak when considering you need to stay in water to do it.
Oh, sorry I forgot to turn on the sarcasm font.
In other words, brb rolling warrior.
xD
It’d be nice if it was something unique to Elementalists, rather than a “Jack-of-all-trades” version of something another class already does well.
Whooo! 240 radius staff water #3 instead of 180! Oh, don’t forget the added healing bonus to our staff water #1!
We are fixed!
well unless you can target friendly targets with it i am not that happy :/ hate how its an melee only support, it its quite weak when considering you need to stay in water to do it.
How is this topic different from the MILLIONS and MILLIONS of other topics?
I am totally agree the ele is junk but this did not need its own topic.
well the funny thing is that out of the literally houndreds of topics on this anet still doesnt give a kitten -.- its amazing a company can be that dense -.-
i seriously think its becouse none of the devs enjoy playing a mage and therefore no one gives a kitten about how it feels or perform -.-
People forget this game is designed to play x class to compliment y and z classes you can pull 10kdps out of a staff ele LH can do 13k plus and fgs on walled targets can be 30k dps if done right. Can an ele do it solo. No but this isn’t a solo game. 2 ele speced one LH and one staff can make 25 might and minutes of fury without trying in pve.
Pve survivabity is dodges and awareness.
i am pretty sure you dont know what dps means -.- you seem to be talking about SPIKE not dps.. wich is pretty useless for calc dungeon runs. and even at Spikes you will not reach anywhere near 30k dps no matter the weapon and magic setup you might try to throw akitten-.-
your might/furry idea is forced a VERY specific situation where you assume your having 2 extremely squicy targets stand on top of the target you need to buff up hard to kill fast and apparently it doesnt even care to hit you or just the ground with aoe’s -.-
the situation is so specific and setup in a way where two WARS would do a Crapton more overall dps then those two ele’s would and add to that in a situation where the ele’s would have any chance of survival the wars would easy mode it while being immortal to its dps…..
(edited by Erebus.7568)
lolz so much bs comming out of people here. pethetic to look at.
facts are YOU CANNOT!! make an ele with the dps and SURVIVABILITY of a war, its just not durable so dont even try…
you can get the dps of it if build correctly but you will drop as a fly if anything as much as looks at you…..
umm i do arah all paths daily with a few friends on a melee zerk ele. Not as easymode/steamroll to handle as war or guard but definitely doable.
you want a cookie?.
i never said ele cant do anything. but that it will NEVER have the dps+survive of a war which was the op’s question which apparently 90% of all posters was too stupid to understand.
almost anything the ele does the war can easy mode with one hand on its back. THATS a big kittening balance gap between the classes….
quote any of the posters in this thread that mentioned survivability? because i see none, they only mention it;s doable and that they can output the same or more damage.
oh and ele dps is better than war, sometimes war doesn’t hold a candle
maybe you should actually read instead.. but i understand its VERY hard to keep interest to read even THE VERY FIRST POST!! so here is the quote just for you -.-
ps: war ALWAYS outshine ele’s in dungeons, saying otherwise shows a complete lack of basic knowledge of whats going on -.-
the ONLY place a ele could be prefferable to a war which i can think of is VERY high lvl Fractiles, but who knows i havent done high lvl fractiles in a long time so dont know if they have become absolite there as well :/
Is possibile to make an ele with an output damage similiar to a war and with similar defence? I really don’t like to play a war i tried but i just don’t like it.
Thank you all for your help!
(edited by Erebus.7568)
The reduction on fire spells makes a near constant fire field that does equal damage and hits at same moment as fire auto attack. 5700 each for 11400 dps plus burning at 25 stacks of might. Pair with a LH ele every 3rd swing is blast finnisher and blind. LH ele if speced will easily maintain 25 stacks of might and minutes of fury with just auto hammer
-.- this is an extremely unrealistic combat scenario on pvp or even pve, the dmg numbers as well is out of wack compared to any “effective” staff build (you hit for around 3k in orr on a crit, if you are maxed out dps wise you can push that to 3,7+- for a 100% hp mob) this gives you 6- 7,4k dmg at BEST kittening far from your 11k even in pve(orr testing) -.- ,
even worse for pvp especially you get NO WHERE near 11k, not even near 6k dmg in an auto attack and 1 tick of lava font(assumes this is the spell you mean) even if both crits the target and you are in zerk gear+full dps…
you should play a staff ele in pvp for just 20 fights or so, same in dungeon runs, then do the same with a necro or worriar cookie cutter build and then come back and try to defend the stakitten effectiveness.
pve wise if the situation is set up correctly and you got other people to take the beating. the staff is ON PAR with other classes weapons but your survive is rediculessly low though and pure support is a complete wasted since other classes outshine you by far both dps and support wise there :/
it needs alot of help and the main issue with the staff(from the dps pov) is the cast time delay to hit time :/ these makes the dps extremely low if not set up perfectly where you can keep the mob in the aoe’s for the full duration without them beating the kitten out of you :P
ofc the survivability is always terrible in dps mode and the dps could easily get the increase the lower cst and delay would add to it without making it imba due to the extreme low survive
(edited by Erebus.7568)
made a suggestions of how to change the attunement functionality a bit which would make it alot more viable to stay in fewer attunement switches due to the effect of an activatable skills which trickers a global cd on all attunements.
effectively the skill is suppose to bolster up the specific attunement you are in and make it varible to use each attunement to each situation instead of ALL attunement to EVERY situation. thereby bringing in tactic and less spam but more thought to the class.
Earth Traits:
X (geomancer’s alacrity) all your scepter skills recharge 20% faster.
IV (serrated stones) bleeds and burns you apply last 20% longer and deals 5% more dmg to burned or bleeding foes.
III (earth’s embrace) cd 75 second
I (obsidian focus) gain 2 seconds protection per second of using a channeling skill up to max 6 seconds. 20seconds cd.
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Water Traits:
X (soothing wave)mist form, frost bow, and signet of water grants 6seconds regen and causes 2 second chill to targeted enemy on use (frost bows skills is effected by the chill on use but not the regen).
VIII (arcane abatement) takes 50% less falling dmg. When taking falling dmg, or being knockdowned, creates a spell around the elementalist depending on your attunement: fire ring, healing wave, static field, earthquake.
VII (stop drop and roll) dodging removes 1 condition 10seconds cd.
VI (vital striking) takes 10% less dmg when target over 90% hp
V (cleansing wave) 10 second cd. Same effect
IV (piercing shards) when attuned to water your spells heals 10% more.
III (soothing disruption) when using cantrips the elementalist is healed for a small amount and gain regen and vigor for 5 seconds.
II (shard of ice) arcane and signet skills causes 5 stacks of vulnerability to target for 10 seconds on activation.
I (aquamancer’s alacrity) your focus cd’s recharges 30% faster.
(bountiful power) gives 1% more healing for each boon on you.
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Arcana Traits :
XII (Elemental surge) when using a sigil glyph or arcane skill cause an effect on target depending on attunement: fire=burning 5 sec, water=chilled 3sec, air=blinded 5sec, Earth=immobilized 1sec
X (arcana energy) arcane and signet skills restores your endurance 50%.
V (elemental attunement) when using Overcast gain a boon depending on your attuned element: fire=5stacks of might 10sec, water= regeneration 10sec, air=swiftness 10sec, earth=protection 4sec. any boon gained in this way will be overwritten by the next use of Overcast (if we reuse it and have 2second swiftness left you will have 10 sec instead of 12 since it overwrites it.)
IV (final shielding) when your hp reaches 25% gain arcane shield. 45seconds cd.
III (arcane retribution) gain +20% crit rate for 8 seconds when using your Overcast .
II (arcane resurrection) revive ally 10% faster, when reviving gain 6seconds reflect, 60 seconds cd.
(arcane fury) 10% chance on critical hit to reduce cd on Overcast by 1 second (only works when Overcast is on cd)
(lingering elements) add’s an extra 10% effect to each primary effect of Overcast, 10%more dmg to fire,lightning, 10% more healing to water and 10% more duration to earth (does not affect arcane precision effects.)
(Arcane precision) apply an additional effect on Overcast skills depending on the attunement:
Fire: (on firerain) causes burn for 2seconds per second.
Water: cure up to 2 conditions.
Lightning: stuns target for 1,5 seconds at hit
Earth: adds reflection to the bobble for 5 seconds.
(edited by Erebus.7568)
Elementalist Attunement and Traits Revamp idea’:
The elementalist attunement, traits changes:
First of the basic mechanic of the elementalist:
Attunement swapping. While I don’t see this going away I have placed my changes around the attunement and made them into a usage in the same way as other classes have it instead of simply just being a “weapon swap”, i have also tried to avoid the forced “Spam swapping” which is only to get the boons, futhermore i have looked through all traits and made adjustments to some of them to make each and every one of them “attractive” and/or “useful”.
i am open to other suggestions on my idea’s so dont hold back if you got some great thoughts. on the other hand if your just here to scream stupidly without taking some time to think about the ramifications of these changes then don’t comment (but who are we kidding if thats the case you properly didnt even read this -.-)
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Attunement swapping will have a cd of 5 seconds and cannot be reduced:
Using an attunement twice in a row will trigger a skill based on the attunement and at the same time trigger a global attunement cd of 15 seconds to all attunements (meaning 15 second you can’t swap to any other attunement)
So if you click/use the attunement you are already in then you will activate the ability of that attunement and 15 sec cd on all attunements.
we will call this “Overcast” (name taken from the overcast function in gw1)
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Overcast Effects:
Fire 0,5 sec cast time: targetable on ground: will trigger an aoe fire rain which causes moderated dps in an large aoe , last for 5 seconds (ticks dmg each 0,5sec.)
Water, 0,5 sec cast time: targetable on ground: causes an aoe heal which heals a single time for high amount.
Lightning, instant cast time/channel: a single target nuke, blast a big lightning 3seconds channel from the elementalist to the target, does Heavy single target dmg(ticks each 0,5 second).
Earth 1/3 second cast time: Creates a bobble with 300 range from elementalist that knocks back all enemies within the 300. Knockback knocks enemies 300 back.
The bobble then absorb up to 10.000 dmg (25.000 in pve) or last for up to 5 seconds. Enemies can’t enter the bobble (collision and can’t get stuck inside it)
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same of the traits from arcana have an extra effect which is added to these when used. look at the bottom for these.
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_________________________________________________________________
Feats: due to these changes on the attunement any attunement switching feats will need to be redone, other feats which I felt needed changes I have included as well:
Starting with arcana’s secondary boost “attunement recharge decrease” will now be a decrease to the recharge time of the Activation of the attunement ability instead. (this should stop the forcing of arcana points and actually give possibilities for new focus’s)
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Fire Traits :
XII (pyromancer’s puissance); last for 15 seconds instead of 10.
X (one with fire); 20 seconds cd. Your next burn effect causes double dmg.
IX (fire’s embrace); when activating a signet you gain fire shield for 10 seconds
VIII (conjurer); conjured weapons got unlimited charges and does 10% more dmg.
VII (pyromancer’s alacrity); all staff skills have their cd reduced by 20%
V (burning precision); 75% chance to cause burning for 3 seconds on crits, this can maximum apply the effect once per skill use. (channel skill will add maximum 1 apply of burning per channel)
IV (spell slinger); when using a cantrip gain 3 stack of might for 30 seconds
III (Ember’s might) each applying of burning gives 1 stack of might for 10 seconds.
II (burning fire) the listed skills inflict 4 second of burning on the targeted enemy.
I (lava tomb) createds a lava font when downed on top of you, stay’s until dead or revived. Deals 33% more dmg while downed
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Air Traits :
XII (fresh air): 25% chance on crits that Overcast cd is reset. 15 seconds cd (will only proc the cd when Overcast have been used and therefore is on cd).
XI (tempest defense) same effect it got now but 45sec cd. but 20% more dmg to any target which is CC’ed, cripple, immobilized, stunned, knockdown, daze, feared, float or sink.
X (air training) all direct spells does 15% more dmg to targeted enemy.
IX (aeromancer’s alacrity) all dagger skills have their CD reduced by 20%
VIII (inscription) grant a boon depending on your attunement when using a glyph: fire 4stacks of might 10seconds, air 20 seconds of swiftness, water 20 seconds of regen, earth 5 seconds of protection.
VIII (arcane lightning) fires a “lightning strike” (scepter skill) when using an arcane skill.
VI (bolt to the heart) deals 20% more dmg to targets over 70% health.
V (soothing winds) gain 40 extra precision for each signet equipped.
IV (one with air) move 25% faster while attuned to air.
.
.
(edited by Erebus.7568)
welcome… this has only been said since beta but sure nice going to figure it out now and ty for kittening it up for every one else by defending this rediculess design untill now. which have resulted in nothing but nerfs to the ele and near to no fixing of the major issues of the design….
the whole attunement swapping is a pure handicap compared to the abilities other classes gets, give of something awesome instead of attunement swapping and allow our skills to have double effects like every weapon skill (instead of splitting the effects to fill out 2 skills instead of one.) -.-
(edited by Erebus.7568)
legendaries are TRADEBLE!!! other ascendent weapons are NOT,
you dont need 500 in the craft to even make it….
you can buy them from the market.
enough said….
besides legendaries are pure prestige, its idiotic you can even buy them from others in the first place -.-
that said legendaries should have better stats then ANYTHING else in the game. not much just by a little
Lots of disagreement about Ascended items and end-game progression.
I’ts already been said in various other places here, but the two things that would fix GW2 progression and pave the way for a better experience:
1. Ascended items have the ability to hot-swap stat combinations (like legendaries)
2. Introduce a new tier after Exotic, that require a few more difficult mats but nothing too time gated.
Number one would acknowledge the effort people go to for Ascended items. They are end game items after all.
actually the main issue is lvling your craft to the point where you can craft the kitten items, not the items cost themselves…. the cost of lvling the craft last 50-100lvls is completely rediculess and kittening faaaar out
another completely moronic thing is: WTF ARE THE ITEM ACCOUNT BOUN?!?!
i mean WTF..
LEGENDARIES ARE TRADEBLE! but these are account bound? are you kittening kidding?!…
yet another complete fail anet move. aholes man -.-
(edited by Erebus.7568)
this would be easily fixed if they allowed dps meters, tank meters, healing meters so we could actually get the exact numbers of how much each have done in dungeons but NOOO anet is too stupid to figure basic mmo stuff. like them not having the basic lfg forever and now by 20sep we will FINaLLY get an lfg system.. moronic devs is all you can say to that and this-.-
lolz so much bs comming out of people here. pethetic to look at.
facts are YOU CANNOT!! make an ele with the dps and SURVIVABILITY of a war, its just not durable so dont even try…
you can get the dps of it if build correctly but you will drop as a fly if anything as much as looks at you…..
umm i do arah all paths daily with a few friends on a melee zerk ele. Not as easymode/steamroll to handle as war or guard but definitely doable.
you want a cookie?.
i never said ele cant do anything. but that it will NEVER have the dps+survive of a war which was the op’s question which apparently 90% of all posters was too stupid to understand.
almost anything the ele does the war can easy mode with one hand on its back. THATS a big kittening balance gap between the classes….
Elemental traits =/= elemental attunements.
No, but it completely defies how Ele was designed, you can’t have trait lines/traits that ONLY affect a single attunement when you’re completely balanced around using all 4 constantly.
shhh now. we dont want the devs to realise how incredibly stupid they are.
I dunno. I’m excited yet nervous for the staff changes they proclaim are going to happen. Ideally I just want to have better responsiveness, faster cast times for autoattacks, and better accuracy with abilities like Gust. Your Lava Font suggestion is a great idea imo.
Out of curiosity, where did they say staff changes are coming?
They said it previously on one of the GW2 twitch streams. Jon peters mentioned it again not too long ago. He mentioned that they are trying to make Elementalists fill the support role better in the upcoming patch. Also a change to one of conjure earth abilities to make it explode and cause bleed.
any buff to staff is welcome. but i have lost faith in anets ability to fix the ele.
it just seems like there isnt a dev which likes mage type classes that can go in and make it feel really awesome and actually be effective as well…
I want an Elite nuke of some sort. In fact, I demand it! :P
Since Tornado is pretty useless anyways, I propose we change it from a transform to an elite version of Glyph of Storms.
ie.
Tornado:
Create a tornado based on your attunement. Ground targeted AOE.
Fire – High damage, tornado, also meteors fall around target area
Air – Blinds, tornado, plus lightning falls around target area
Earth – Tornado, plus giant rocks fall around target area that interrupt.
Water – Chills, heals allies.
lol this is exactly the same that i want from it
lolz so much bs comming out of people here. pethetic to look at.
facts are YOU CANNOT!! make an ele with the dps and SURVIVABILITY of a war, its just not durable so dont even try…
you can get the dps of it if build correctly but you will drop as a fly if anything as much as looks at you…..
^
Ice spike (water 2) has a pretty decent damage coefficient laready, perhaps make it a blast finisher isnt too bad but I would rather have a blast finisher on command that another delayed one (earth 2), so I would say for water I would like to see ice spike on lesser detonation, maybe a little less damage and 10 vulnerability instead, that way Im not increase my damage but instead doing a blast plus some nasty group buff for my allies.As for lighting, for being a single target element is definitely underwhelming, perhaps #2 should hit harder, a LOT harder, enough to justify the long CD.
I know we all want more ways to be able to use our fields (the reason why we are so weak is “justified” by Anet because we got too many fields) so maybe reduce the CD on blasting arcane spell to 15-20 CD, and the projectile to 10.
Would create some cool mechanic and allow us to make use of the fields by ourselves.
It is like having a bakery and as the owner you cant get our own cakes unless you sell them to someone adn then they are resold to you for a higher prices, a net lose.
giving 10vuln on 1 skill i doubt will ever happend, not that i am against it but i can see it being incredibly powerfull for a group especially with a faster hit spell. but it really needs to hit alot faster else it doesnt matter if it did a million dmg since the problem would persist the same.
surge already does a decent dmg, making the dmg of lightning higher would very quickly make it too strong, surge is instant hit. and already the dmg of #1 is going up when its only hitting one target. so think thats a pretty good buff. could be wrong and maybe it would need more.
i REALLY DISLIKE the idea of trying to force the ele into more crap like having to take specific utility skills which is pretty useless just to have use of fields which every other class does easily without wasting utility slots on it. so no i dislike that.
if you look at the combo finisher/fields on the weapon setup of other classes (considering both weapon sets then doubling them due to lower cd and usage while ele is forced into 4 attunements, you will see that the amount of finishers and fields is not far out compared to other classes and its a minor bonus for all the major handicaps the staff ele have)
^
ok, maybe my post needed some more, but yours is wayyyy to much, pretty much everything is a blast finisher, even I can see how OP that would be, considering that you also increase damage.
.
even wtih ALL this. any good warriar or necro would Laugh at you while he simply smacks you down as an insect… so i really dont see how it is op
dont forget that the VAST majority of your dps is easily negated by something as simple as dodge.
the blast finisher is to get in line with other weapons and every other class since the staff has nearly NO finishers worth mentioning.
the dps increase is still Very low compared to their inharent low Ehp, meaning that the dps buff is still making them die much faster then they can kill.
but with all these changes at least they will have a decent chance to win vs people without perfect dodging and if nothing else at least they can put up a decent fight like this.
(edited by Erebus.7568)
What do you think if staff ele gets a buff across the table for all non-fire spells damage increases by 25%, fire a 10%.
Fire #2 was more like necros mark where the first tick is instant, perhaps hits harder than the rest.
Air #1 could bounce off you.
Making air gust #3 a 90/120 degree PBAoE cone with 900 for 90 degre or 120 degree for 600 range
Earth #4 applying 5 stacks of torment
You could detonate Earth #2 earlier for double CD.
Thoughts?
i would love any buff to the staff. but think it would take alot more, here is my wishlist of changes:
edited my skills due to blast finishers being to powerfull reposted them more balanced: see bottom
(edited by Erebus.7568)
once the dungeon is started (quest is started inside) no one not in the party should be able to get rewarded for the run.. stopping all the exploiting crap., not hard to do anet is just kittened.
Well the majority of ele players are only here till a better game comes out. We just have nothing else to do at the moment which is the only reason why we’re still hoping they fix things. They have until EQnext and the English version of PSO2 is out before I get tired of it and just throw in the towel and move on to a game with a balance team that hopefully has atleast half a brain between them all. I’ve kind of given up hope though since they’re extremely biased when it comes to balancing the game. One of the devs mains a warrior and the other was walking around on a necro before. Oh and look which 2 classes are the current super OP kings of the game right now! GASP How shocking! Such a coincidence!
this is extremely true.
personally i am just waiting for eqnext or wildstar, unless they seriously fix the ele on all sides (not just D/D -.-) i won’t ever touch gw2 and only have bad things to say about their balance after that :/ sad sad anet
the forever question is why an ele player have to be 2 times as rl skilled then any other class to archieve the same -.- the logic behind this is complete bullkitten and utterly game breaking, add to that the the ele cant even reach the very top and its just sad
you where never suppose to use lightning hammer as your primary weapon… the ele is broken and up and need to be fixed. lightning hammer being tweaked down to the effectiveness of other conjure weapons isnt what creates an issue
its fine.. when you get use to it its easy to see through, another issue is the utterly and kittened zoom distance. try placing aoe’s with good precision at 1200 with a zoom of 400 -.- well. kitten U .anet
-.-
the truth is if its a good thief then you simply CAN’T win… its just not possible no matter which build or how pro you are you will never win against a good theif
in my oppinion it should created a tornado as an aoe on a area, which sucks everything into it and does decent cc and high dps, with its major perk being it last a long time with the vortex (suck in) effect.
with this it would be a major thread.
people would try to avoid it.
it would add good cc.
it would add good dps.
it would add great setup for comboing other aoe’s on top of it due to vortex effect(and god knows thats a kitten needed thing :/ ).
it would look awesome, and it would feel awesome.
it would allow ele to use other skills becouse it wouldnt be a transformation but a skill, which would also mean that it wouldnt be a major handicap to use.edit: but all the ele’s elites are laugheble bad and need major boost/changes
CC and good dps that feels OP.
I feel like reflect and ability to change into different attunement for different types of effects would be better, it keeps the class theme and it is equal in strength to similar skills (daggerstorm) and it is not OP.
it is an Ultimate.
its suppose to be op compared to normal skills.. like every other class ultimate is
Actually, no other class have great elites. But that is not the same as OP. Elites are not meant to be OP they are meant to do something big, not be OP.
call it op or big its just splitting hairs
the matter is that other classes elites are incredible powerfull compared to their normal skill.
the ele i think is the only one where the elites are actually weaker then the normal skills not stronger. if you could fill up with more then 1 elite on all other classes you would do this, on the ele if you could change your elite with a normal skill you would.
i think people have gotten so used to how kittenty the elite of the ele is that they simply cant imagine having an elite you would actually prefer to have instead of a normal skill becouse its stronger in every aspect, which other classes have at this point
in my oppinion it should created a tornado as an aoe on a area, which sucks everything into it and does decent cc and high dps, with its major perk being it last a long time with the vortex (suck in) effect.
with this it would be a major thread.
people would try to avoid it.
it would add good cc.
it would add good dps.
it would add great setup for comboing other aoe’s on top of it due to vortex effect(and god knows thats a kitten needed thing :/ ).
it would look awesome, and it would feel awesome.
it would allow ele to use other skills becouse it wouldnt be a transformation but a skill, which would also mean that it wouldnt be a major handicap to use.edit: but all the ele’s elites are laugheble bad and need major boost/changes
CC and good dps that feels OP.
I feel like reflect and ability to change into different attunement for different types of effects would be better, it keeps the class theme and it is equal in strength to similar skills (daggerstorm) and it is not OP.
it is an Ultimate.
its suppose to be op compared to normal skills.. like every other class ultimate is
in my oppinion it should created a tornado as an aoe on a area, which sucks everything into it and does decent cc and high dps, with its major perk being it last a long time with the vortex (suck in) effect.
with this it would be a major thread.
people would try to avoid it.
it would add good cc.
it would add good dps.
it would add great setup for comboing other aoe’s on top of it due to vortex effect(and god knows thats a kitten needed thing :/ ).
it would look awesome, and it would feel awesome.
it would allow ele to use other skills becouse it wouldnt be a transformation but a skill, which would also mean that it wouldnt be a major handicap to use.
edit: but all the ele’s elites are laugheble bad and need major boost/changes
bump:
i assume the lag of answers are due to people not knowing this weapon or what capture and proton bolts does. so i will try to explain it to get some oppinions:
capture: roots the caster while a channel goes for 2seconds, hitting a lightning from the air every 0,5 sec=4 hits. the lightning hits like “lightning strike” (due to the rooting and the 4hits each at 0.5 sec, it will give you time to evade if you want so not op at all.).
protons bolts: 2 seconds channel(can move freely), shoots small fast moving bolts (1 every 0,3sec+- (small energi bolt flying from the staff like lightning surge but with a small travel time though)) at a single target. same as capture it will not be too hard to dodge due to the low dmg per hit meaning if you wish to dodge it, doing so after the first bolt hits you will be reasonable durable.
so with some information of what these are, wouldnt you agree that having these instead of gust/chain lightning would be much better (and diffinately cooler looking)
i highly doubt typing up ideas to improve the class is going to affect the game much.. you could probably type a 20 page award winning report and the people running this game wouldn’t give it the time of day.. you’d have much better luck starting a topic stating how suck the particular class is and how it’s hindering time spent on the game and dulling the incentive to use the gem store.. i’d like to think that’s not the case, but as i previously mentioned, just look at the past years track record
i ish keyboard drooler, i can haz buff, nerf something elz
yep, you get anough players typing that up and you’ll finally be in for some astounding patch notes
it would be the most constructive course of action and if ANYTHING is having any effect on the games course, that would diffinately be in the top of the list
if it doesnt help well mindless complaining without anything else then “it sux, buuh” wont do anything either and is just a hassel.
so i can kill all the critters, but i want to be able to pet them as well
would be pretty nice to have the ability to pet the animals instead of just killing them :P
there is no good reason -.- which makes this thread topic kinda stupid.
…I can’t figure out why you would post such innovative ideas in my stupid thread.
becouse the question you ask is so incredibly obvious thakittens CLEAR that you didnt post it to get actual answers but simply drag attention to it.
while i am completely for buffing/changing the staff of ele (becouse of its pethetic state compared to any other weapon for any class), i dont see the point in simply dragging attention to the staff without any suggestion or any idea or any claim etc. everyone is aware thakittens very up so saying “hey staff up, why not buff it?” isnt gonna be of any help at all, since its something every one (with any experience) is well awared of and forsee a buff of some sort… idea’s of how this could be done and why/effects, could be helpfull though
there is no good reason -.- which makes this thread topic kinda stupid.
being a staff elem is about doing an elaborate song and dance that isn’t nearly effective in any way whatsoever
the ringmasters of this game dropped the ball on elementalist.. if i had to make an educated guess based on the events of the past year, i’d say they couldn’t care less to pick it up again anytime soon
yup they sure did drop the ball, while the “attunement” system seems like a good idea at first look, it takes away our “special” which is a Major bonus for all other classes and not only does it remove a “powerful special ability”(which in most cases is the most powerfull ability each class have) it also adds a major handicap on the ele forcing them to stay with 1 range distance, 1 dmg type(due to how dmg vs range change) and forced to constantly used extra apm to be able to switch consistantly and even worse it splits the abilities out in more abilities most of the abilities are just “half” of an ability from other classes == taking double the time to do the same impact of other classes.
the attunement system is a Giant handicap for the ele’s.
having a majorly powerfull “special” like the necro’s
and abilities which had double effects “cc+reasonable dmg”, “utility+extra effect/dmg” etc.
and the ability to switch between Two different ranges/dmg types in combat.
AND have faets which isnt attunement but instead weapon set orientated allowing the ele to actually MAX/min out their weapon set potential instead of always having “weak” part of the weapon set due to the attunement system.
would be EXTREMELY much better then the attunement system we got now
all in all the ele system is just majorly nerfed from the very start by its design -.-
(edited by Erebus.7568)
A new article today shows us the elementalist is the 3rd most created profession tied with thief. Mesmer is actually the least. This surprises me because I see a lot more mesmers in game. I think a lot of eles have been benched recently. I hardly see RTL used in WvW since the nerf. No burning speed lines in Clockwork Chaos. Please don’t post why this is. Most of the forum says that. Share your thoughts on the profession distribution.
this just means they get created, lvled a bit and people find out how weak they are and give it up. could be created as well to test out if they really are as weak as people say and when they find it out they stop using it.
so i havent had this staff before now, but i fall over it today its a lightning staff you get to catch ghost:
skill set:
capture
lightning whip
proton bolts
shocking blast
charged particle beam
out of these: capture and proton bolts shine brightly compared to any of the staff ligtning spells.
with that in mind i would love to see those two instead of two of the spells we got now.
personally i think it should be:
gust == capture.
chain lightning == proton bolts.
for others that have tried out this jenk lightning staff, wouldnt you agree that would be an awesome change? (spells looks freaking nice as well, cooler then any of the lightning stakitten current spells)
edit:
http://wiki.guildwars2.com/wiki/Jenk_Cutspecter
the jenk guy who gives the lightning staff
(edited by Erebus.7568)
Also:
Ele is a very high skill celling class, pro’s do extremely well, and new players get destroyed.
Pros rerolled.
this.
this
and should be more then a CLEAR sign that something is utterly broken when the best players reroll simply to be able to keep competing.. its a sad sight when that happens
NEVER..
other classes gets stronger and stronger respectfully compared to both each other and mobs (in their individual setups).
ele doesnt, it will keep sucking as much all the way till and with max gear/lvl. you play ele becouse you are a “mage” type player that cant find fun in playing any other type of class becouse thats just how you are as a gamer, else dont bother with it.
You’re half right. Yes, the staff doesn’t have quite enough snares of its own (although 4 is actually pretty much) BUT…that’s where utility skills and traits come into play. A short list:
Utility:
Glyph of Elemental Power (earth cripple or water chill)
Glyph of (Lesser) Elemental (earth cripple, water chill and elite air)
Signet of Earth
Glyph of Storms (water)
Traits:
Elemental Surge
Earthen Blast
Evasive Arcane (earth dodge)
Soothing Wave
As you can see it’s not quite so bad as you make it out to be, and while neither the weapon nor the utilities nor the traits have enough snaring on their own, when combined they have more than enough to really slow an opponent to a crawl. Also, bear in mind that the Ice Elemental’s ice field is also a combo field, so you can make use of that too.
Dodging by the way, works against ANY attack and thus is not a valid reason to claim the staff is any worse than the other weapon options.Dodging is a valid claim when the reaction time allowed is much greater then any other weapon’s skill set. You have a full three seconds to get out of the area of Eruption and Ice Spike. Lava Font doesn’t even deal damage immediately when you first place it down.
And let’s go through that List:
Soothing Wave: How does this help you? Do you use Ice Bow in PvP? How about Signet of Water? The closest thing you can use to this is Mist Form, but you can’t take this trait as Staff if you’re in Water because of the much better options. Also, if you’re in mist form, you’re not doing damage. Are you saying that you’re going to use Eruption then Mist Form next to them, using a 75 second cooldown ability just to chill them for the possibility you might land Ice Spike on them?
Glyph of Elemental Power: This cripples and chills, yes. But again, this doesn’t effect dodging. Also, you’re relying on a 2 second chill proc off autoattack of water (Which is NO damage what so ever) with only a 25% chance to proc. Stoning for a cripple then Eruption doesn’t work much better either.
Elemental Surge: This will not be taken over Evasive Arcana as Staff. If you’re going damage, you don’t go 30 Arcane either.
Glyph of Lesser Elemental: This is another case of a utility that is not taken nor used. Also, you’re only using it in one attunement (Water for Chill) and relying on it to use it when you need it.
Signet of Earth: Is a good signet and I wish it was better and had a stun break. This is a valid choice, but using just this and standard staff, you only have two sources of immobilize.
Glyph of Storms – Water: I’d go with this if it was more uniform in its chilling like the Earth version is. As is, it’s too unreliable to use it to help hit with.
Evasive Arcana – Earth: This has a few key problems. You have to be in range to use this on someone, and if you do, you only have 3 seconds of cripple to try and hit someone with one of your spells that is going to take 4 seconds to hit.
——————————-And again. Relying on Chill and Cripple to deal hold a target in place (not immobilize) long enough for one of your 3-4 second AoE’s to actually hit them for a not-large-amount of damage is a bad flaw. You’re sacrificing utility slots you can’t give up as Staff and listing trait points that you aren’t going to take just to try and land your abilities. No other class has to do this just to hit with 75% of their skills. All I’d like them to do is decrease cast time by a lot, but increase aftercast time by a good deal to basically leave us where we’re at with how much we can do, but atleast be able to actually be DOING stuff when we try to.
I really, really hate Gust and Shockwave and how long they take to travel. They shouldn’t need to travel at all.
You can also immobilize a target through Elemental Surge. If used correctly, you can immobilize them for more than 5 seconds in a row, and the best part is that condition removal won’t work because it’s fired in seperate bursts.
And congratulations. You spent 3 of those 5 seconds just using skills to immobilize them and not actually dealing much damage. Also, yes, condition cleansing does work because they can use a cleanse (which most are instant), then evade your next immobilize, or if you do hit them, they’re not in the same spot for your AoE’s.
nicely answered, happy i didnt have to sit and write it :P
This is completely true
is it only me that think the staff cast time should be removed/reduced?.
i really dont think its abilities are strong enough to have the cast time, self roots, that it got right now. i think it would still be fine and not op if the cast time was completely removed on it.
Well, yes, in a way, it IS you.
The very thing you mentioned was adressed in a recent patch, making Healing Rain able to cast while moving and reducing the cast time on a few skills including Gust, Shockwave and Meteor Shower. In essence, the only ele skills that the ele has to stand still to cast are Meteor Shower, Churning Earth and Fiery Greatsword. Apart from the greatsword (which should be cast on move imho), those abilities would be overpowered if they were castable while moving or instant cast.
As for the whole “you can’t hit stuff with staff” discussion, ever considered snaring your opponents first? Because the ele is rather good at that. Besides the weapon skills, 3 out of 4 elite elementals have some form of snaring, you can rig arcane skills to snare, there’s a glyph that gives you a chance to snare on each hit, a signet, traits, etc.
Staff Itself doesn’t have enough snaring to make up for the fact that EVERY SINGLE ATTACK it has (besides autoattacks) is incredibly easy to dodge or misses on its own. In an actual fight, your two main ways of trying to hit someone is Static Field and Shockwave (which misses a lot). Chill still allows for full dodge and you can almost walk out of any other AoE that Staff does. Most of the damage comes from Eruption, Lava Font, and Ice Spike. Trying hitting any kind of compentent player with those for good damage and you’ll see the problem.
as ryld say’s. its impossible to hit any of these on a half competent player, you dont have a single root which would ever hit. you can have 1 utility skill which can root (if he kittens up and doesnt dodge it) now you have 4 seconds to lay a burst and reroot for it to do dmg.
now shockwave takes a nice 2-3 seconds to land from you press it, depending on range to target(with attunement switch) that gives you 1-2 seconds of skill casting, if you are REALLY happy and its the perfect situation you get to lay icespike and eruption (best case scenario) with which he simply needs to just use 1 condision remover of 1 condision and his homefree.. meteor storm you can forget, its not even done with the cast/animation time in time for you to reroot the target, and even if he should be so noobish to get hit by 1 hit the dmg is so pethetic it really doesnt matter much..
as stated for staff to be valid the cast times need extreme decreasing/removal, dmg properly a slight buff(since you can mostly dodge out of all skills with ease), and meteor casteble while moving(but when its instant cast it doesnt matter too much, this will simply be to prevent the bugged nature of selfroot skill use while moving).
i’ve logged in 2500+ hours of staff elem and my issue with it is
we have high damage output if you sink into it and unlike other professions they’ve g i m p e d our escape mechanics, we also have pitiful armor and when you sink into that there are still professions that are just facerolling us downthe hilarious part about it is the architecture of the profession wasn’t underwhelming once upon a time, they’ve simply gutted it without any sizable compensation
they’ve already tweaked staff casting in the june 25th patch
they are Completely reluctant to fix the critical issues hindering elementalistso my suggestion is a bandage to fix an injury, as apposed to the astounding Nothing ArenaNet continually chooses to provide
playing staff ele since release(though had a break), i havent felt any hard nerfs to the staff. actually i think it have become alot better, but still becouse its so extremely easy to dodge, locks you in place while casting and having so long cast times its performance, especially pvp wise is not very good.
i think that buffing the ele generally would very fast overpower the close range combat of the ele since the buff needed to make up for the handicaps the staff have (mentioned above) is soo much more then the minor buff/tweaks neeeded to fix the other weapon combo’s/ the ele in general
The survivability of Staff was reduced with nerfs to some of the essential healing that it does. Also, while you might not have felt any nerfs, you have to keep in mind that buffs to every other class is an indirect nerf. Necro’s and Rangers weren’t usually a problem before, but they’re much worse now without anything extra to Staff’s arsenal. In fact, with the removal of stunbreak from LF and CF, you lose out on even more survivability.
while that may be true, still just buffing the ele in overall stats would not balance out the different weapon sets since their issue are not the same over the board.
even if you buffed the staff ele’s survivability alot you wouldnt fix the issue’s of how extremely easy it is to completely negate all dps from the staff ele og how easy it is to lay a hailstorm of hurt on them, which both are there becouse of long cast time and rooting while casting.
the staff ele’s primary dmg is easily 100% evaded leaving only the lower part of its dps to be able to hit with reasonable chance.
so i dont feel like simply buffing its survivability would solve the problem the staff ele face.
i personally dont feel like its survive would need too much buffing if all the skills was instant cast, since then you would be able to actually land good combo’s on players which could bring the dps up by alot (properly not enough though, dps is kinda low even so)