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  • "DynamicPineapple2" started this thread

Posts: 107

Date of registration: 4. February 2016

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1

Friday, 5. February 2016, 02:50

Modification to Elementalist

I want to say first that I don't find using Elementalist's regular hits as any type of fun and would like to see them be dependent on skills and not regular hits.

1. Make his skills hit deadly damage and be able to penetrate all Elemental defense since using a level 180+26 durability weapon I hit around 4,000-6,000 damage on others with skills and the skills have a long cool down time and cost a lot of mana.


2. Also I would like to see Summon Ancient Weapon be a damage/stun skill


3. Cut the cool down of all skills in half


4. Possibly make it to where the Elementalist's Spirits don't attack players but they actually give extra stats, damage, resistance,casting speed, cool down, or healing towards the Elementalist.


5. Also make the level 165 and 182 root/damage skill for the fallarm an actual skill that the elementalist has in his skill tree and does the same amount of damage as his skills that penetrate elemental defense.
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ExcallabuR

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Friday, 5. February 2016, 07:34

Dont like the spirits not hitting players, that's what they are there for plus I like seeing players trying to kill them lol. The rest are good suggestions, personally we were fine before they tweaked some things now its like we are useless again, especially spirits they have been made almost as useful as a chocolate teapot, I haven't been on to test if the glitch I found was fixed or not with regards to spirits, last time you could use their skills until a mob touched them which caused them to stop attacking.

Think I've still got a suggestion thread open, but not sure it's been a while :)

I also don't get how we can have the word elementalist in the name without having elemental controlling abilities like the arch characters. We should be able to manipulate them, or have a section to increase or decrease our elemental stats for whichever type we like.

Have fun,

-Eze

EzeEle 185 True Elementalist - EzeAssasin 16x Ex-Assassin - EzeArcher 16x Archer - EzeNS 16x NightShadow

-----------------------------------------------------------------

LC USA Player since December 2006

This post has been edited 1 times, last edit by "ExcallabuR" (5. February 2016, 07:35)

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Death

Sincere Adventurer

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3

Friday, 5. February 2016, 08:50


I also don't get how we can have the word elementalist in the name without having elemental controlling abilities like the arch characters. We should be able to manipulate them, or have a section to increase or decrease our elemental stats for whichever type we like.

Have fun,

-Eze


U can do it. The Elementalist has that new AoE (german translation would be "Hellfire" or something). It makes the ATT-element of enemy to 0 !!!!
to fking ZEEROO :D.
Edit: Just checked IceSpike 2 and it does it too :D
I play an Elementalist since I`m bored due lack of contentupdate for endgame. I found the Elementalist quite fun to play. My wind spirit is still a bit buggy but he is quite handy in PvE. Ofc the Water spirit is great too with his stone. Elementalist is a balanced PvE Char and stronger than/or equal strong to all Meele Character/Jobs in PvP. I would appreciate some new skills for the spirits and some bug fixin is also needed.

Katar//Pangea
LvL 185 Spezialist
Death Gilde:Eskalation



Enschuldige mich hiermit für alle meine Tipp-/Rechtschreibfehler

This post has been edited 5 times, last edit by "Death" (5. February 2016, 09:11)

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Graut

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  • "Graut" is male

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4

Friday, 5. February 2016, 12:52

I didn't make my elementalist to be a specialists without forms, I made it for the spirits.

So you summon and buff them, and then they die instantly. When they actually are alive they do in most cases near to irrelevant amounts of damage. Using the spirits is fun but when you spend several seconds in summoning and buffing them at the top of some stairs, then you take two steps down the stairs and they get one-hit immediately it feels like a massive waste of time.

When the focus of the class should be the spirits, and a Gift Box of Monster Combo is more frightening and tankier than them then it's pretty laughable and honestly a totally unacceptable state for them to be in. Make the spirits a lot tankier. Even if they were to deal close to zero damage, at least I would be able to use them.

Do that and as a bonus have them be relocated to you when you outrun them, like pets do now, then that'd be a great start.

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  • "DynamicPineapple2" started this thread

Posts: 107

Date of registration: 4. February 2016

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5

Friday, 5. February 2016, 20:35

And don't forget how much the spirits glitch

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  • "DynamicPineapple2" started this thread

Posts: 107

Date of registration: 4. February 2016

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6

Sunday, 14. February 2016, 22:12

I think if they made Elementalist spirits invincible and the only way you can kill them is by killing the elementalist, but also by making the elementalists skills and spirits penetrate elemental defense that way they can actually do damage but not be over powered since regular hits are far faster and more effective than skills are.

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Shylock

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Date of registration: 1. April 2016

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7

Saturday, 23. April 2016, 19:50

Modifications

1. I think each summon should have its corresponding Elemental Attack - on regular hits and skills - and Defense. Maybe make their attack and defense level 1 or something.

2. The Empowered Elemental passives (Permanently increases summons' magic attack, magic accuracy, and HP) needs a buff in my opinion. If I am doing 10k damage on a monster, there is no reason why my summons should be doing 100 damage. That's just not right.

3. Sudden Evolution passive (Permanently increases Physical Attack and Magic Attack of summons) I think is kind of ridiculous if the summon only hits magical attacks ?(

4. Give our summons other skills. Attack skills, buff skill, debuff skill...something lol. Maybe a dual skill where both summons perform when they are out

EDIT: 5. Make the spirit's "Protect" function actually work. If I am being attacked, PvP or PvE, then my spirits should attack the offender without the toon having to lift a finger



I think if they made Elementalist spirits invincible and the only way you can kill them is by killing the elementalist, but also by making the elementalists skills and spirits penetrate elemental defense that way they can actually do damage but not be over powered since regular hits are far faster and more effective than skills are.

With the Mana Screen skill, your Elemental is near invincible as long as you have a huge mana pool and can replenish it before it goes down :thumbsup:

This post has been edited 1 times, last edit by "Shylock" (30. October 2016, 18:08)

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  • "DynamicPineapple2" started this thread

Posts: 107

Date of registration: 4. February 2016

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8

Wednesday, 30. November 2016, 00:38

Another suggestion I can think of is to have 2 forms that you can't use at the same time like the specialist
1. One form increases your Elementalist's and your Elementalist spirit's attack speed and movement speed by 35%

2. Second form takes away all cool down penalties, mana cost, and increases skills damage by 500%, but you can't use reg hits at all while in this form.

3. Also make elementalist spirit's have higher hit rate and reg hit damage

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