Elementalism Tier List Video and Feedback

JohnOldman

Active member
Jan 6, 2022
126
166
43
Hey there, recently i made 2 videos about elementalism one showcasing all the spells on the school without commentary and with background music and a second one with my opinion on all of them and a tier list.
Now, the video is more than 1 hour long and idk if the devs will have time or want to see anything like that, so i plan to do a summary of key bullet points from the video on the most underwhelming spells in need of some love.


List of spells in need of some love (All damage numbers are based on my 129 int character)

Sludge
Short range, single target, small area, high cast time, high skill range, oiled as a follow up just mean 10 extra damage on a possible follow up spell that also has to hit the target, ignition is 1 second faster and averages 44 damage, in the time you do a sludge and a follow up ignition to gain any use from the oiled you could cast close to 3 ignitions instead, i don't understand what the dev team was going for with this spell.
Suggestion: Make it so it leaves a dot that refreshes oiled every second for 6 to 10 seconds instead.

Torrent
Short range, the small knockback does not justify dealing half damage to any similar counterpart.

Dust Burst
One third of the damage compared to counterparts, the chance of inflicting any of the ailments its super low

Mending Vapors
Small hitbox ridiculously small amount of healing, you literally need more players stack on top of each other than the spell hitbox can hit for it to be similar to the output you can get with lesser healing / greater healing

Gale
Tiny Hitbox, Slow projectile speed, High cast time, small knockback

Shivering cold
Similar problems to sludge to a lesser degree, nothing much to combo the ailment with either

Crystal formation
Either give it a ton more cast range or make it ignore armor, its a very confused spell that is not able to achieve any objective otherwise. If you cast this against frontline players you are more likely going to do more damage to your team than theirs since people on heavy armor barely take any damage per hit and can cross the whole thing in two ticks of damage, sometimes they wont get bleeding either and if you are in a position to cast this on the backline wasting 6 seconds on it you rather use a melee weapon and do a 100 times more damage to their team

Stilling Mist
Same problems as mending vapors

Sweltering Heat
Same problems as shivering cold, waiting for body temperature to be a thing maybe

Tarball
It needs stronger numbers on either cast time, travel speed and or damage, chance to blind should also be 100%

Sandspout
Low chance to add ailments is way too low, low damage for what it does.

Water Ward
Its ability got taken away and got nothing in return, typical SV move, spiritism is quite used to.

Stone Wall
Cast time hideously high since after you finish animation cast there is an extra delay, if somebody get to be on top of it it just does 10 dmg and doesn't show up at all, duration is like 2 seconds.

Sand Barrier
Center of the spell should not deal damage, the outer wall should be a bit bigger, the duration should be longer, and the damage should be increased or not mitigated by armor.

Mirage
I don't even know what the dev team was going for with this one

Hailstorm
10 salt crystals, 20 gold per cast, maybe the whole server is missing the recipe for making these salt combining something on any of the machines, otherwise this cost spell doesn't make sense at all to me.

Water Spiral
Please do something about the hitbox, it gets stuck everywhere.

Gravity Snare
I did put this one on rarely useful instead of useless since imma Fat Mage with high mana, but 125 mana per cast? it feels a bit too much for what it does.


I hope the devs check this post at the very least, if not the whole video, and to any players that may think that any of these spells are good at something please let me know, i would be happy to be proven wrong on many of them since i want to get to use them myself.
 

Jackdstripper

Well-known member
Jan 8, 2021
1,199
1,064
113
Mirage:
Its a non targeting ward. Anyone on the other side of the ward cant see you very well, but more importantly cant target you. Good against most Ecumenical spells, and some Necro spells. You can pop in and out of the ward to release your spells and then hide back behind your mirage. You could even cast it behind the enemy front liners, to make it so their healers cant target them for heals. Would be nice if it lasted a bit longer.

Good comprehensive review of Ely spells, and truly, a lot os spells are kind of useless. Having said that, with 60 different spells you are bound to have quite a few dudds.
 
Last edited:

JohnOldman

Active member
Jan 6, 2022
126
166
43
Mirage:
Its a non targeting ward. Anyone on the other side of the ward cant see you very well, but more importantly cant target you. Good against most Ecumenical spells, and some Necro spells. You can pop in and out of the ward to release your spells and then hide back behind your mirage. You could even cast it behind the enemy front liners, to make it so their healers cant target them for heals. Would be nice if it lasted a bit longer.

Good comprehensive review of Ely spells, and truly, a lot os spells are kind of useless. Having said that, with 60 different spells you are bound to have quite a few dudds.

For people with low graphics the spell does not cover anything as you can see on my video, i did test on low effect on purpose in order to showcase how little value it has. Also the area is quite small and easy to sidestep, but for ecu spells you just need to hold them for an extra second while the mirage's caster lost 3 seconds to cast it. On top of that the reagent is quite isolated in the map only coming from the north east region so its really hard to justify doing resource gathering and transports to your location for such a low impact spell.

But i completely get your point about Ele having to many spells at once, they just need to come with some uniqueness and niche uses for them like air pocket and illumination. those two spells are not game breaking in any way shape or form but they fill a purpose and you feel heavily rewarded when you can get to use them.
 

Xunila

Well-known member
May 28, 2020
761
860
93
Germany
After long time of skilling I have all Elementalism skills at maximum and can use all spells. Some are very nice, but most are completely useless or require far too expensive reagents. All weather depending skills are nonsense for PvP because nobody would change the weather needing 2-3 spells before being able to use a spell for fighting. And nobody would go into a fight with 10-20 different reagents to be able to select between many spells.

I'm using the spell Stone in most cases: cheap reagents, pretty short cast time and long distance. I'm event trying a new build this month with the Ecu school and 30 points in Elementalism to throw Stones. Not sure yet how this will work.
 
  • Like
Reactions: Wilhelm Windlicht

Wilhelm Windlicht

New member
Aug 18, 2023
12
7
3
It generally feels like most of the Ele spells have to long casting times and insane reagent cost. They have uses if you want to create a firework show - but not for combat. Stone, Fireball, Hailstone and Shock are ok.