Feedback:User/Golden phoenix/Final Balance Update for Elementalist

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Final Balance Update for Elementalist - PvE only[edit]

The Ele also needs a balance update since he should be the king amongst spell based (AoE) damage. This mabye the case in NM, but definitely not anymore in HM. Here are my suggestions for one final balance update.


Primary attribute[edit]

New Energy Storage : For each rank of Energy Storage, your maximum Energy raises by 3. In PvE, your Elementalist Skills cost 2% less energy for each rank of Energy Storage.


Energy Storage[edit]

Elemental Attunement Elemental Attunement 10 Energy1 Activation time20 Recharge time Elite Enchantment Spell. Increased attribute gain: (25...53...60 seconds.) Your elemental attributes are increased by +1...3...4. You gain 50% of the Energy cost of any Air, Earth, Fire, and Water Magic skills you use.


Energy Blast Energy Blast 10 Energy2 Activation time10 Recharge time Spell. Reduced recharge time to 10 sec., increased casting time to 2 sec. and damage: Deals 1...3...3 damage (maximum 160) for each point of Energy you have.


Glyph of Energy Glyph of Energy 5 Energy1 Activation time20 Recharge time Elite Glyph. Reduced recharge time to 20sec., increased values: Your next 1...4...5 spell[s] [does/do] not cause Overcast and cost[s] [sic] 10...22...25 less Energy. Gain 1...3...3 to all elemental attributes.


Glyph of Lesser Energy Glyph of Lesser Energy 5 Energy1 Activation time20 Recharge time Glyph. Reduced recharge time to 20sec.


Master of Magic Master of Magic 10 Energy1 Activation time10 Recharge time Elite Enchantment Spell. Increased energy cost to 10 and values: (15...63...75 second[s]). Your elemental attributes are set to 8...14...16 and elemental spells return 30% of their Energy cost.


Air Magic[edit]

Arc Lightning Arc Lightning 5 Energy1 Activation time8 Recharge time Spell. Decreased activation time to 1 second, increased damage: Deals 15...55...65 lightning damage. Deals 15...71...85 lightning damage to two nearby foes if you are Overcast. 25% armor penetration.


Blinding Flash Blinding Flash 10 Energy¾ Activation time8 Recharge time Spell. Increased blindness duration: Inflicts Blindness condition (2...10...12 seconds).


Blinding Surge Blinding Surge 10 Energy¾ Activation time6 Recharge time Elite Spell. Increased damage and blindness duration: Deals 10...58...70 lightning damage. Inflicts Blindness condition (2...10...12 seconds) on target and adjacent foes. 25% armor penetration. If target was attacking, also hits adjacent foes and deals 50% more damage.


Conjure Lightning Conjure Lightning 10 Energy1 Activation time30 Recharge time Enchantment Spell. Decreased recharge time to 30sec., added option to cast spell on allies: (60 seconds.) Your or target ally attacks hit for +5...17...20 lightning damage. No effect unless the weapon deals lightning damage.


Glimmering Mark Glimmering Mark 10 Energy1 Activation time15 Recharge time Elite Hex Spell. Increased damage: (10 seconds.) Deals 10...34...40 damage each second to target and adjacent foes. Inflicts Blindness (5 seconds) on foes using attack skills. Ends if you use a skill that targets this foe.


Shell Shock Shell Shock 5 Energy1 Activation time8 Recharge time Spell. Increased damage: Deals 10...42...50 lightning damage. Inflicts Cracked Armor condition (5...17...20 seconds). 25% armor penetration. If Overcast, strikes adjacent.


Teinai's Wind Teinai's Wind 10 Energy1 Activation time8 Recharge time Spell. Increased energy cost to 10 and damage: Deals 10...50...60 cold damage. Burning foes take +40...80...90 damage and are interrupted. Also strikes adjacent.


Thunderclap Thunderclap 10 Energy1 Activation time6 Recharge time Elite Spell. Reduced recharge time to 6 seconds, increased damage: Deals 15...63...75 lightning damage. Also strikes adjacent foes. Inflicts Cracked Armor and Weakness (5...17...20 seconds). Causes interrupt. 25% armor penetration.


Earth Magic[edit]

Ash Blast Ash Blast 5 Energy1 Activation time10 Recharge time Spell. Reduced recharge time to 10 seconds, increased damage: Deals 30...78...90 earth damage. Burning foes are hexed for 5 seconds and miss 20...64...75% of attacks. Also strikes adjacent.


Crystal Wave Crystal Wave 15 Energy¾ Activation time15 Recharge time Spell. Increased damage: Deals 10...66...80 damage to all foes adjacent to you. Those foes lose all conditions and take 5...17...20 damage for each condition removed.


Earthen Shackles Earthen Shackles 10 Energy1 Activation time15 Recharge time Hex Spell. Increased duration to: (5 seconds.) Target and nearby foes move 90% slower. Applies Weakness for 5...17...20 seconds when it ends.


Kinetic Armor Kinetic Armor 15 Energy3 Activation time45 Recharge time Enchantment Spell. Reduced recharge time to 45 seconds, increased duration: (10 seconds.) You have +20...68...80 armor. Renewal bonus: cast a spell.


Magnetic Aura Magnetic Aura 10 Energy1 Activation time12 Recharge time Enchantment Spell. Increased values: (1...4...5 second[s].) Block the next attack against you and reflect 10...58...70 damage to the attacker. If you are Overcast, enchant party members in earshot.


Stone Sheath Stone Sheath 10 Energy1 Activation time15 Recharge time Enchantment Spell. Increased values: (5...17...20 seconds.) Gives you and target ally +10...42...50 armor and immunity to critical hits. Initial effect: Foes near you and target ally are struck for 25...65...75 earth damage and are Weakened (5...17...20 seconds).


Stoneflesh Aura Stoneflesh Aura 10 Energy2 Activation time15 Recharge time Enchantment Spell. Increased duration and armor: (5...17...20 seconds.) Reduces damage you take by 5...29...35, and you are immune to critical hits.


Teinai's Crystals Teinai's Crystals 10 Energy1 Activation time10 Recharge time Spell. Increased energy cost and recharge time to 10, increased damage: Target foe takes 20...52...60 damage. If target foe has a Water Magic hex, this spell strikes target and nearby foes for an additional 20...52...60 damage, and nearby foes also suffer Cracked Armor for 5...13...15 seconds.



Fire Magic[edit]

Bed of Coals Bed of Coals 10 Energy1 Activation time10 Recharge time Spell. Reduced recharge time to 10 seconds, increased damage: Deals 10...34...40 fire damage each second (5 seconds) to location of target foe. Hits foes adjacent to your target. Inflicts Burning condition (3...6...7 seconds) on knocked down foes.


Conjure Flame Conjure Flame 10 Energy1 Activation time30 Recharge time Enchantment Spell. Decreased recharge time to 30sec., added option to cast spell on allies: (60 seconds.) Your or target ally attacks hit for +5...17...20 fire damage. No effect unless the weapon deals fire damage.


Lava Font Lava Font 10 Energy2 Activation time4 Recharge time Spell. Increased activation time to 2 seconds and damage: Deals 15...59...70 fire damage each second (5 seconds). Hits foes adjacent to your initial location. If Overcast, range increased to nearby.


Mark of Rodgort Mark of Rodgort 10 Energy1 Activation time15 Recharge time Hex Spell. Reduced energy cost to 10, increased burning duration: Also hexes foes near your target (10...30...35 seconds). Inflicts Burning condition (1...4...5 second[s]) when these foes take fire damage.


Meteor Meteor 10 Energy2 Activation time20 Recharge time Spell. Reduced recharge time to 20 seconds, increased energy cost to 10 and damage: Deals 25...105...125 fire damage and causes knock-down. Also hits foes adjacent to target foe.


Meteor Shower Meteor Shower 25 Energy5 Activation time45 Recharge time Spell. Reduced rechargte time to 45 seconds, increased damage: Deals 25...105...125 fire damage and causes knock-down every 3 seconds (9 seconds). Hits foes adjacent to target's initial location.


Mind Blast Mind Blast 5 Energy1 Activation time2 Recharge time Elite Spell. Increased damage and energy gain: Deals 15...63...75 fire damage. You gain 1...8...10 Energy if you have more Energy than target foe.


Phoenix Phoenix 10 Energy2 Activation time8 Recharge time Spell. Increased activation time to 2 and recharge time to 8 seconds, increased projectile speed and damage: Fast projectile: deals 10...74...90 fire damage to target and nearby foes. Heals allies for 20...68...80 if you are Overcast.


Water Magic[edit]

Armor of Mist Armor of Mist 10 Energy1 Activation time30 Recharge time Spell. Increased duration and armor: (8...21...24 seconds.) You have +15...39...45 armor and move 33% faster.


Conjure Frost Conjure Frost 10 Energy1 Activation time30 Recharge time Enchantment Spell. Decreased recharge time to 30sec., added option to cast spell on allies: (60 seconds.) Your or target ally attacks hit for +5...17...20 cold damage. No effect unless the weapon deals cold damage.


Freezing Gust Freezing Gust 10 Energy1 Activation time8 Recharge time Hex Spell. Increased duration: Deals 20...68...80 cold damage if target foe is hexed with Water Magic. Otherwise, this foe moves 66% slower (1...7...8 second[s]).


Ice Prison Ice Prison 10 Energy2 Activation time15 Recharge time Hex Spell. Reduced recharge time to 15 seconds and duration: (5...13...15 seconds.) Target foe moves 66% slower.


Mirror of Ice Mirror of Ice 10 Energy¾ Activation time10 Recharge time Elite Hex Spell. Reduced recharge time to 10 seconds, increased damage and duration: Deals 20...68...80 cold damage and slows foes by 66% (2...8...10 seconds). Hits foes near you and target ally. Recharges 50% faster if it hits a foe hexed with Water Magic.


Swirling Aura Swirling Aura 10 Energy1 Activation time15 Recharge time Enchantment Spell. Increased duration and health regeneration: (8 seconds.) Gives 1...7...8 Health regeneration and a 50% chance to block projectiles. If Overcast, also enchants party members in earshot.


Teinai's Prison Teinai's Prison 10 Energy1 Activation time10 Recharge time Hex Spell. Reduced recharge time to 10 seconds, increased duration: (1...7...8 second[s].) Target foe moves 66% slower. Foes with Cracked Armor have 5...8...9 Health degeneration.


Ward Against Harm Ward Against Harm 15 Energy1 Activation time15 Recharge time Elite Ward Spell. Reduced recharge time to 15 seconds, increased values: (5...17...20 seconds.) Allies in this ward have +1...4...5 Health regeneration, +10...26...30 armor, and +10...26...30 additional armor against elemental damage. Spirits are unaffected. This spell is disabled for 20 seconds.


Winter's Embrace Winter's Embrace 10 Energy¾ Activation time10 Recharge time Hex Spell. Reduced recharge time to 10 seconds, increased damage: (2...5...6 seconds.) Target foe moves 66% slower and takes 5...21...25 damage while moving.


Pve skills[edit]

Intensity Intensity 5 Energy0 Activation time5 Recharge time Skill. Reduced recharge time to 5 seconds, increased damage: (10 seconds.) The next time you deal elemental damage with a spell, other targets in the area take 60...90% of that damage.


Elemental Lord Elemental Lord 10 Energy¼ Activation time30 Recharge time Enchantment Spell. Reduced recharge time to 30 seconds, increased energy cost to 10 and values: (40...60 seconds.) Your elemental attributes are boosted by 1...3. Each time you cast a spell, you gain 1 energy for every 5 ranks of Energy Storage and are healed for 100...400% of the spell's Energy cost.


Conclusion[edit]

The Elementalist in the current game....a disgrace. The Ele needs to be able to put out a lot more damage (especially in HM). So how would it be possible to achieve that? By increasing the damage values of all the skills? No way, mobs would kills players instantly. So the "only" solution I saw was to achieve that through a) decreasing a lot of recharge times for some skills and b) - more importantly - increasing the values for the 2 specific PvE skills. In my opinion the Ele should be the "king" of spell-based AoE damage and not primarily a healer / bonder.