User talk:Isaiah Cartwright/Underpowered Skills/Elementalist/Archive 1

I think this skill just needs to be changed to "In Area" because right now it's kinda worse than Searing Heat. If whoever is in the AoE when you casted Searing Heat takes 3 seconds of damage (easily happens) you've dealt the same damage as Rodgort's besides the burning, but spent 10 less energy and 1 second less cast time. If Fire Magic is useful in the future, this skill will definetly need a buff to find its way on fire bars. --TimeToGetIntense 22:11, 17 July 2007 (UTC)
 * In the area scares the hell out of me, but I think your right, there was a point when this was Radar wide oh those where the good old alpha days (lasts 2 hours like that btw). ~Izzy @-&#39; 01:40, 18 July 2007 (UTC)
 * It was radar wide in the Alpha Testing? Wow, talk about nuking -_- 68.45.201.243 17:18, 30 July 2007 (UTC)
 * Whoa, Radar wide? o.O Now that must have been something to see. Erasculio 02:32, 18 July 2007 (UTC)
 * Rodgort's is the flagship AoE nuke of the of the AoE nuke line, Fire. If it can't have an "In the Area" AoE, then nothing should. -Ensign 11:33, 18 July 2007 (UTC)
 * I'd agree with in the area too. I mean, yes, it's huge, but it's also a 3s cast, 25E spell. Getting it interrupted hurts when Attunement(s) don't refill your bar at all. Maybe the recharge could be raised to 20s to compensate so that it's not happening too often, but i'm not sure that's absolutely required either. And man, i want to see it radar-wide lol Patccmoi 16:09, 18 July 2007 (UTC)
 * I think that if this skill is buffed to "in area", the damage should be scaled differently so that it's not very strong a 12 Fire Magic, but just as strong at 14 or 15 because if this skill gets too good, Mesmers will just use it with MoR + Auspicious Incantation. --TimeToGetIntense 20:49, 18 July 2007 (UTC)
 * In the area for (almost) any fire ele spell is overpowered IMO; just throw a water hex slowdown on them and they're pretty much stuck in the spell's effect for its duration unless they know it's coming and are watching for it. --[[Image:User Mafaraxas sigimg.jpg|onoes!]] Mafaraxas  11:23, 2 August 2007 (UTC)
 * This skill has no duration, so you would be better off just using this than snaring them then using this. --Deathwing 11:33, 2 August 2007 (UTC)
 * Yeah I agree that persistant AoEs should not get any bigger than nearby, but this is one shot for 127 damage and some burning. It's 25 energy and 3 second cast. That's epic cost for only good effect. In Area would make the effect more in line with the cost. --TimeToGetIntense 04:23, 3 August 2007 (UTC)

Here's a skill that hasn't been brought up, or changed for that matter, in a while. This skill has had the same stats since Prophecies was released. It's pretty obsolete. Not a terrible skill like so many on this page, but very underpowered. There's really no reason to use this instead of Deep Freeze. If you ask me, the only reason this skill hasn't been put on this page is because everyone's forgotten about it. --Heelz 07:37, 28 August 2007 (UTC)


 * Epic Failure... Readem   Sorry, I'll stop trolling now.  07:39, 28 August 2007 (UTC)
 * I'll bite. What? --Heelz 08:01, 28 August 2007 (UTC)
 * This what. Readem   Sorry, I'll stop trolling now.  08:06, 28 August 2007 (UTC)
 * And Ice Spikes is what makes that build "great"? I think not. I didn't say this skill is terrible, but it's underpowered because it's outdated and Deep Freeze is almost always better. If your build wasn't so energy intensive due to SoR, I bet you'd use Deep Freeze. I don't claim to be a GvG guru, but I doubt you hit as many targets as you'd like with Ice Spikes often. Hell, Shard Storm would be better if you're consistently only snaring one target. --Heelz 08:34, 28 August 2007 (UTC)
 * Ice spikes is fine, and better than deep freeze because 1: it costs less and 2: it doesn't take an hour to cast, by which time your enemies will be out of killing range. Shard 20:12, 28 August 2007 (UTC)
 * a.k.a Ice Spikes iz gud. Readem   Sorry, I'll stop trolling now.  23:35, 28 August 2007 (UTC)
 * Deep Freeze was made for Ice Imps, which are destined to die but not before annoying the hell out of your entire party. Ice Spikes was made for people who expect to live long enough to actually use their energy. Ice Spikes also has more "solid" damage; you don't have to spec as high to get more damage than Deep Freeze. (That's generally a moot point, though.) I'd rather spend the 10 extra energy on another spell like SoR, Remove Hex, Armor of Mist, or Mending Touch. If you really want huge AoE snare, go find somewhere where it'll be useful. "Oh, I snared your whole team, great! That one warrior can't train me any more!" Armond 03:27, 6 September 2007 (UTC)
 * Ice Spikes is a spike skill at heart. It's not an amazing one, but it does well enough at that and has some other uses as well.  It's certainly weaker than a lot of the other skills available on raw power, but has its own niche.  If you really wanted to push this the recharge could be lowered to 12, *maybe* 10, but I wouldn't think of doing anything more than that.

I would drop this skills recharge down to 7, maybe 8, along with reducing it's cast time to 1 second and its freezing duration to 1-4...5. But I also believe in increasing AoE spread and frequency across the board. The whole "AoE is a benifit" deal is BS, AoE is a circumstance players should prepare to face and avoid. Beside that, ice spells naturally mark less damage than other spells in exchange for slowing, this double cost deal with additional recharge as well needs to stop.--BahamutKaiser 01:07, 8 October 2007 (UTC)


 * Thank you Jesus, I think the change to ice spikes was my favorite, I'm going to use my water elementist right now...--BahamutKaiser 03:23, 14 October 2007 (UTC)
 * It made the Asura Summon more powerful too...Nicky Silverstar 08:31, 22 October 2007 (UTC)

With the buff to Glyph of Lesser Energy, this skill is now never used. This is a case where the non-elite version is better than the elite. I'm talking about Glyph of Lesser Energy of course. To make this elite worthy, I propose a change: "For 15 seconds, your next 1...3 Spells costs 25 less Energy to cast and do not cause Exhaustion. Attribute: Energy Storage" This preserves it in it current form for elementalaist secondaries, and makes it an elite some might consider using for primaries. As it is now GoLE is just so much better. --Macros 19:23, 27 July 2007 (UTC)
 * I wouldn't say that GoLE is way better than GoE, GoLE doesn't completely negate exhaustion, that alone makes GoE a pretty damn good elite Dargon 19:29, 27 July 2007 (UTC)
 * But no one uses it ouside Obsidian Flame spike. --Macros 19:31, 27 July 2007 (UTC)
 * I think that's as much a function of bad non-elite Exhaustion causing spells as it is Glyph of Energy's own power level. What are you going to use it with besides Gale (which has already been obliterated) and Obsidian Flame? Earthquake is about it and even that's not great.--Mysterial 21:12, 27 July 2007 (UTC)
 * Who says you can only use it with 25e/exhaustion causing spells? I'd like to use it as general energy management on par with GoLE and Elemental Attunement. --Macros 21:21, 27 July 2007 (UTC)
 * Because if you don't use 25e/exhaustion spells, you would be better off using Glyph of Lesser Energy --Deathwing 21:22, 27 July 2007 (UTC)
 * So you're saying that the non-elite version is better than the elite version? --Macros 21:25, 27 July 2007 (UTC)
 * Yeah, unless you are for some reason using Meteor Shower on a warrior, then this is pretty awesome. --Deathwing 21:26, 27 July 2007 (UTC)
 * And with the buff I proposed, a warrior would still be able to cast Meteor Shower, while an ele would get an elite worth using. --Macros 21:30, 27 July 2007 (UTC)
 * What about making it affect the next 2 spells, giving it the same energy discount range as GoLE and slightly increasing the recharge time? -- Gordon Ecker 01:09, 4 August 2007 (UTC)
 * You still lose your elite slot for something a non-elite skill (GoLE) does more than sufficiently . --Tensei 00:59, 5 August 2007 (UTC)
 * I think the skill maybe should actually REMOVE some exhaustion. For 15 seconds, your next spell does not cause exhaustion and removes 0...15 points of exhaustion. 68.226.80.7 16:22, 9 August 2007 (UTC)