The question is, how can you get around to making something that is intended to be worse than normal elites, better? Profession elites are supposed to be built around a role that profession can do well in although they lack some support for some builds on those professions. Regardless, they are useful in nearly all ways for that build (except for elixer X I think, as it is random). So instead of just increasing the damage or health or durations on Racial elites to be at par with Profession elites, how about they become more situational or team friendly? I see some races actually use their racial elite skills but the majority just use their profession elite. Some thoughts on how to approach various Racial elites could be:
Norn: Lower health gain from entering shapeshifting, but this becomes a seperate health bar. OR, you can move while attacking. Either way these elites would suit more beefy builds as extra health while still being able to harrass enemies. The skills are fine, and the extra health is quite handy but since this game is about dodging and being mobile, it is hard to accomplish this with the 3 shapeshifts that can’t and you get punished quite severaly for using them over profession elites atm.
Sylvari: Make turrets stronger with more around. So [Seed Turret] and [Take root] will strengthen in numbers and increase in range but have a cap to not get out of hand. Summons when on top of any regeneration field will regenerate much faster than normal so if one has troubles keeping them alive, they atleast have the option if they are attentive to do so.
Charr: Make Artillery barrage considred a Combo Finisher: blast for each strike. So combo fields are great to use with it, and increase the range you can cast it on slightly. Warband I have seen many people use so nothing wrong with it from the looks of it. I’m told Charrzooka is aweful simple because it has low damage and not that many charges. Perhaps allowing a few more shots(5) from it could help you blast your way to victory as many people seem to waste many charges on the basic attack. Due to the 60 seconds you can use it in and the cooldown on 2-5, this doesn’t do much but let you consume a few extra basic shots which arn’t that powerful.
Human: Grenth is actually pretty cool even though is lasts pretty short and you must stand still to channel it. Hounds have low damage and die very quickly, so perhaps to build off of that have them explode damaging foes and lighting them on fire when they die (could also leave behind a short lasting fire field but the explosion nor the fire should be long lasting since these arn’t profession elites, they are racial elites). Melandru is the one exception that I think just needs a complete rework. It is slow, probably because you become a giant tree, and it doesn’t fill a viable support or damage dealer. So instead of turning you into a useless tree for a mere 20 seconds it could become a summon. That way it can focus on support (weak but still) while you focus on the fight. It may not attract people that much towards it but atleast they can experiment without calling it off at the start.
Asuran: Golems, that are quite handy. The defence golem I see often used as a meat shield for bosses or just in general situations with a lot of enemies. The offensive one I also see every now and then as an obstacle for the enemy although it could use better offensive abilities. The Power suit however I hear that even with additional health and defences it kills your survivability. Perhaps when the machine dies with you inside you should be launched out of it (backwards) and momentarily stunned but with your own health bar and not that of the broken suit. This adds a little fun to the suit while not completely killing you for entering it. Again, this would suit more beefy builds who just wana be able to take some hits.
Any additional effects would have to be of low damage or duation but they become more beneficial without simply increasing the base stats of norn shapeshifts, or making charrzooka a gift from (oh wait, they killed their gods). I know some of the ideas are a bit “more damge” which contradicts the title but they are more situational and build off working with the elite rather than increasing the overall damage or range of the skills.
break. I feel like they should be back by now..”
(edited by NinjaEd.3946)