Most people here probably agree that running without Barrier on the Elementalist is trolly and stupid. And honestly its hard to argue, barrier is easily one of the best spells in the game, keeping yourself and your team alive.
However I'd like to offer some counter arguments to that way of thinking, and that is to carry a team through just pure damage output and CC. By switching out barrier for another offensive spell, you kill things faster, get more last hits, get more mana back and health back, and you're not left auto attacking half the time.
When you look at what Barrier does well, saving teammates from getting hit. The Elementalist can contradict that with his kit by making it so your teammates are never "getting hit" in the first place.
For Example, combining the Ele two best spells (firewall, firestorm) offers so much CC by either knocking down enemies, or having them running in fear. The enemies are not hitting your team. Also this is where the other 2 offensive spells come into play.
One of the problems the Elementalist with barrier has is you'll find trying to balance everything, with barriering teammates while timing your flashpoint correctly. And when you're wasting mana with barriers that's a possible offensive spell you could throw out instead.
And all that goes into my next point, talking about Flashpoint, which is one of the best spells in the game. And as an Ele flashpoint/firestorm combo is your main focus. Where if you're utilizing those correctly you should always have firestorm for every mob.
For instance each mob you approach you should be dropping Firestorm(FS) first using your flashpoint. And if you do it correctly most enemies will then keep getting knocked around unable to hit your team. Right after dropping the FS you should drop your Firewall. Again Barrier Ele usually cant do this, they're either forced to use barrier at the start or after dropping firestorm, and that takes a lot of mana, so you're left auto attacking with now enemies running at your team "AND" unable to cast your firewall. FW right after FS is used to get any enemies not CCed by the FS.
So where does your other offensive spells coming into play?, well one of the problems I had with running Barrier is I felt like it was holding me back from what I could be doing, I found myself auto attacking wayyy to much and having to wait out my cooldowns. Putting spells like Stonefirst/Immolate alleviates that. Stonefist offers you tones of ultility and CC by knockdown and stagggering nearby enemies. Not only that, is it does very good damage. Combining that with Immolate the time you'll wait between cooldowns is almost none existent.
And again this is important, because you now have a fourth offensive spell that means more last hits = more mana = more opportunities to throw out damage/CC spells.
So CC more enemies more often, killing them faster, thus offering protection to your team
Not only that, is it brings me to my last point, because of everything I just mentioned, you'll now be getting more health back via Death Siphon/Staff?/ and rings. Because your last hitting potential is so much better. So survive ability is almost never an issue combining that with Guardian Spirit.
To kind of show an example of this, I put this video up to show exactly what Im talking about, this is a perilous game with a bunch of randoms,
It doesn't help that there's a keeper, but again it wouldn't have mattered, you'll notice I get no Barriers throughout the game and I'm still playing aggressive in the front lines





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