My Elementalist Redesign

My Elementalist Redesign

in Elementalist

Posted by: I Bud.7593

I Bud.7593

Hi!, I’ve decided to write down my ideas for where I would take the Elementalist, and have actually managed to get this typed up in it’s entirety, I’ll be going into all weapons, heals, utilities, elites and traits. When you read through these changes (there are quite a lot!) keep in mind that the numbers used may not be exactly correct, and the numbers I’ve changed to may need balancing further. Also, keep in mind where I nerf/remove one thing, I usually replace it elsewhere, and likewise with buffs, sometimes a buff to a skill may need another to be toned down, so I have made each change with as much thought as I can while trying to keep balance in mind (the Ele may be kind of powerful with all these changes though!). My overall aim when deciding on what to change is that I want to increase build options (some builds that would be great with these changes include specs without and with Arcane, specs going low into multiple trait lines and specs going high into a single trait line alike) I also wanted to scatter some of the focuses of each attunement or trait line across the others (an example of this can be seen where I have added condition removal to fire/air/earth traits). As you read through the changes I’m proposing, please try and look at it in the grand scheme of things, such as what trait and build combinations can be made with these changes, the viability of each weapon in different builds etc, and new skill combos that would now be possible. One last thing, I’m not unhappy with the current state of Elementalist, this is by no means a “please buff elementalist and nerf x”, I’ve enjoyed the profession immensely since beta and these are simply a combination of ideas I’ve had to make things even more interesting, and bring a few things in-line that I think are relatively needed. Not to say that these changes are minor… some are very large!. My hope in writing all of this is that either there is something in here worthy of discussion, that the community can help iron out any ideas that are too “out there” and maybe even catch a devs eye. I’ll go ahead and apologize in advance for any spelling mistakes, typo’s or incorrect numbers.

So Anyway, here is my personal Elementalist Redesign, enjoy!.

Elementalist Redesign.

Mechanic – Attunements: Base recharge reduced from 15 seconds to 12 seconds.
Other base changes: Base Health increased from 10805 to 12805. (I would say do this for Thief as well to keep things even, Guardian doesn’t seem to need the extra health boost though)

Weapons:

MH Dagger:
Fire:
Dragon’s Claw: Unchanged.
Drakes Breath: cast time changed from 2.45 seconds to 2 seconds (1 attack each half second) Helps pull the cast times in line.
Burning Speed: Fire wall damage increased from 66 to 150. Burning duration increased from 1 second to 2 seconds. Firewalls need more consequence for crossing them.

Water:
Vapor Blade: Now heals allies that the blade passes through by 100. (can hit a single ally twice, cannot hit self) up to 3 allies maximum. A slight increase to support for MH dagger.
Cone of Cold: cast time changed from 2.45 seconds to 2 seconds (1 attack each half second) Helps pull the cast times in line.
Frozen Burst: Damage increased from 274 to 350. Slight increase in damage to help water attune keep up pressure.

Air:
Lightning Whip: Unchanged.
Lightning Touch: Cast time reduced from 3/4 sec to 1/5 sec.
Shocking Aura: Chain Skill added below, otherwise unchanged (possibly needing a recharge increase from 25 to 30 seconds with the new chain skill)
Shocking Pulse (chain skill): Detonate your shocking aura destroying it, causes daze for 2 seconds to all nearby enemies, 240 radius, Blast finisher.

Earth:
Impale: Unchanged. (an idea could be to reduce bleeding duration by 50% and have it inflict 2 stacks of bleeding instead of 1)
Ring of Earth: Cast time reduced from 3/4 sec to 1/5 sec.
Magnetic Grasp: Unchanged.
Magnetic Leap: Animation lock removed (allows full movement the moment you land the leap)

Continued.

My Elementalist Redesign

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Posted by: I Bud.7593

I Bud.7593

MH Scepter:
Fire:
Flame Strike: Reduce cast time from 1 1/4 seconds to 1 second.
Dragon’s Tooth: Reduce cast time from 1 second to 1/5 second. Is now a ground target skill. Both changes should help execute dragons tooth.
Phoenix: Unchanged. (possibly reduce recharge from 20 seconds to 15/18)

Water:
Ice Shards: Now applies 1 stack of vulnerability per hit, (3 per auto) lasting 4 seconds.
Shatterstone: Added blast finisher. Now pulses chill to enemies standing inside the Shatterstone radius before detonating, 1 pulse per second, 1 second chill per pulse. Cast time reduced from 1 second to 3/4 seconds
Water Trident: Now additionally grants regeneration for 3 seconds, if you already have regeneration, you will instead remove 1 condition. (this will allow some condition removal in water for ?/F builds)

Air:
Arc Lightning: Reduce cast time from 3 1/2 seconds to 3 seconds. (1 attack per second)
Lightning Strike: Unchanged.
Blinding Flash: Will now blind enemies around your struck target, 120 radius.

Earth:
Stone Shards: Reduce cast time from 1 1/5 seconds to 1 second. reduce bleeding duration from 6 seconds to 4 or 5 seconds.
Rock Barrier: Unchanged.
Hurl: Damage increased from 197 per hit to 300 per hit.
Dust Devil: Whirl finisher added. Why was this ever removed during beta?.

Staff: (now has blasting staff baseline)
Fire:
Fireball: Unchanged.
Lava Font: Now causes damage at the start of the skill (first tick is basically instant)
Flame Burst: Unchanged.
Burning Retreat: Damage increased from 72 to 150. Burning duration increased from 1 second to 2 seconds. Now functions as a leap finisher (cannot combo with itself to create a fire aura, can combo with any other field you roll through).
Meteor Storm: Reduce cast time from 3 3/4 seconds to 2 seconds. (needs a nice buff)

Water:
Water Blast: Unchanged.
Ice Spike: Cast time reduced from 1 second to 1/5 second.
Geyser: Duration increased from 2 seconds to 3 seconds.
Frozen Ground: Recharge reduced from 40 seconds to 30 seconds.
Healing Rain: Recharge reduced from 45 seconds to 35 seconds.

Air:
Chain Lightning: Unchanged.
Lightning Surge: Cast time reduced from 1 1/5 seconds to 1 second.
Gust: Reduced recharge from 30 seconds to 20 seconds.
Windborn Speed: Unchanged.
Static Field: Chain skill added Below, otherwise unchanged.
Discharge Field (chain skill): pulls the edges of the static field toward the center, stunning enemies caught inside for 2 seconds. 1/4 second cast time. Unblockable, destroys static field.

Earth:
Stoning: Cast time reduced from 3/4 second to 1/5 second.
Eruption: Cast time reduced from 1 1/4 second to 1 second, now pulses cripples on foes standing in the eruption before detonating, 1 pulse per second, 2 second cripple duration.
Magnetic Aura: Chain Skill Added below, otherwise unchanged.
Magnetic Pulse: Detonate your magnetic aura destroying it, pulling nearby enemies toward you, 240 radius. Blast Finisher.
Unsteady Ground: Duration increased from 3 seconds to 4 seconds.
Shockwave: Damage increased from 371 to 731.

Continued.

(edited by I Bud.7593)

My Elementalist Redesign

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Posted by: I Bud.7593

I Bud.7593

OH Dagger:
Fire:
Ring of Fire: Unchanged.
Fire Grab: Recharge reduced from 45 seconds to 40 seconds.

Water:
Frost Aura: Chain Skill added below, 10% damage reduction removed.
Frost Pulse (chain skill): Detonate your Frost Aura destroying it, granting protection for 5 seconds to all nearby allies (240 radius), Blast finisher.
Cleansing Wave: Grants regeneration for 1 second per ally hit with cleansing wave, includes caster, regeneration is applied to caster and allies. (combo well with Water traits)

Air:
Ride the Lightning: Recharge reduced (increased?) to 30 seconds (whether you hit or not), now AOE dazes enemies for 1 second with the same radius (180). additionally dazes all enemies struck while moving to the target
Updraft: Unchanged.

Earth:
Earthquake: Reduced recharge from 45 seconds to 30 seconds.
Churning Earth: Cripple removed. Recharge increased from 30 seconds to 40 seconds. Now pulses 3 times during the 3 1/4 second channel, on each pulse enemies who are inside the area (360 radius) are pulled to the center causing a 1/4 second knock (this means there is time between each pull to dodge away, however you can’t walk out without stability, and if you’re hit with the third pull then the churning earth will hit right as the knock ends.)

Focus: (my favorite weapon! :O)
Fire:
Flamewall: Damage increased from 59 to 150. Burning duration increased from 1 second to 2 seconds. duration decreased from 8 seconds to 6 seconds. cast time reduced from 3/4 second to 1/5 second. Chain Skill added.
Sunspot Blast: (chain skill): Create a sunspot inside your flame wall, causing 200 damage and AOE blinding and burning to all nearby enemies for 3 seconds. 360 radius around the center point of the flamewall. Sunspot can be used 3 times before the skill resets back to flamewall recharge, with a 1 second recharge between each sunspot.
Fire Shield: Recharge reduced to 30 seconds. Chain skill added. animation changed, now shows as a denser version of a fire aura (harder to see the ele inside it) this helps to distinguish it between fire aura and help telegraph the chain skill that follows.
Fire Pulse (chain skill): Detonate your Fire shield destroying it, causing 1000 (maybe more?) damage and burning to nearby enemies for 3 seconds. Blast finisher. 240 radius.

Water:
Freezing Gust: Cast time reduced from 1/5 second to 1/4 second. Is now a fast moving projectile (same animation but moving through the air before reaching target, lingers in the air for 3 seconds. chills all enemies it hits along the path, and any enemies who walk into it while it is visible.
Comet: Is now a ground target cast. Blast finisher happens where the comet lands as apposed to at the players feet.

Air:
Swirling Winds: Pulses swiftness to allies inside the swirling winds, 1 pulse per second, 2 seconds of swiftness per pulse. Swirling winds is now attached to the player and moves with him. Duration decreased from 6 seconds to 5 seconds.
Gale: Cooldown reduced to 45 seconds. Now functions similarly to shockwave or Warriors Tremor except a faster projectile with a wind animation, and in reverse. Causes a 2 second knockdown to target player, if it hits, the projectile moves from your target back to you, knocking down all enemies along the way (2 second knockdown, 5 maximum enemies), upon reaching the player, gain fury for 5 seconds.

Earth:
Magnetic Wave: Unchanged, perfect skill.
Obsidian Flesh: Recharge reduced to 45 seconds. (not really necessary, but it can’t hurt to knock 5 seconds of it and allow a 36 second recharge with trait reduction.

Healing Skills:

Ether Renewal: Channel time reduced from 3 1/5 seconds to 3 seconds.
Glyph of Elemental Harmony: reduced cast time from 1 1/4 seconds to 1 second. Now grants the relevant aura for 3 seconds instead of a relevant boon, as well as the newly added chain skills to come with them as a follow up, Fire Pulse, Frost Pulse, Shocking Pulse and Magnetic Pulse.
Signet of Restoration: Active changed, healing increased from 3325 to 4000 base. cast time reduced from 1 second to 1/5 second.

Continued.

My Elementalist Redesign

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Posted by: I Bud.7593

I Bud.7593

Utilities:

Arcane:
Arcane Blast: Recharge reduced from 20 seconds to 15 seconds.
Arcane Wave: Recharge reduced from 30 seconds to 20 seconds.
Arcane Power: Now grants 100% critical hit chance for 3 seconds. 30 second Recharge.
Arcane Shield: Recharge reduced from 75 seconds to 60 seconds.

Glyphs:
Glyph of Elemental Power: Chance to trigger increased from 25% to 33%, weakness reduced from 6 seconds to 5 seconds. Recharge reduced from 45 seconds to 20 seconds. Stunbreaker removed. Cast time 1/5 second (with 20 second recharge and 30 second duration it becomes possible to stack 2 effects for a 10 second period), casting the same effect will override the duration, for example, casting in water attune twice will not allow a 33% chance to cause 2 seconds chill twice per hit.
Glyph of Storms: Duration increased to 7 seconds on all storms, all storms now follow the players movement and hit at their feet in the normal radius. Recharge reduced from 60 seconds to 45 seconds.
Glyph of Lesser Elementals: added a chain skill for each elementals unique skill (unlisted, as they already exist)
Glyph of Renewal: Unchanged.

Signets:
Signet of Fire: Passive: Reduces Fire Attunement recharge by 20%. Active: Ground target, 360 radius. All enemies who are burning in the target area are hit with sunspot, causing 200 damage, AOE blinding and burning for 3 seconds to each target, maximum 5 targets. 360 radius. 3/4 second cast time. 25 second recharge. This can cause a large chain reaction, as if there are 5 enemies inside the radius who all have burning, all 5 will create a sunspot each hitting each other and spreading burning, if each enemy causes 200 damage and 3 seconds of burning to himself and 4 other enemies, each enemy would receive 1000 damage no critical and 15 seconds of burning.
Signet of Water: Passive: Reduces Water Attunement recharge by 20%. Active: 3/4 second cast, Cure 3 conditions, 1 per 1/4 second cast, chill the target enemy for 3 seconds per condition cured at the end of the cast. 30 seconds recharge.
Signet of Air: Passive: Reduces Air Attunement recharge by 20%. Active: Break stun and launch all nearby foes with a swirling gust of air. Recharge 40 seconds. Radius 180. Instant.
Signet of Earth: Passive: Reduces Earth attunement recharge by 20%. Active: Gain protection for 3 seconds at the start of the cast. 3/4 second cast time. Immobilize target foe for 3 seconds and Causes weakness for 8 seconds at the end of the cast. 30 second recharge.

Cantrips:
Mist Form: recharge reduced from 75 seconds to 60 seconds. All other cantripsi can now be used while in mist form.
Armor of Earth: recharge reduced from 90 seconds to 75 seconds.
Cleansing Fire: Remove 3 conditions from all allies (instead of just the player), radius of removal and burning increased from 240 to 360.
Lightning Flash: Either, 1: Add stunbreaker again. or 2: reduce recharge from 40 seconds to 30 seconds. or 3 (my preference): make it a 2 part skill, 2 separate teleports at a range of 450 units each, with the 40 second recharge coming after the second port. (maximum 10-15 seconds between ports?)

Continued.

My Elementalist Redesign

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Posted by: I Bud.7593

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Conjures: Now function similarly to Engineer kits, except with a short recharge between uses.
Conjure Flame Axe: cast time reduced from 1/4 sec to instant cast, ground target removed, charges removed, burning on cast removed, additional weapon drop removed, recharge reduced from 60 seconds to 20 seconds.
Lava Axe: Unchanged.
Throw Lava Axe: Unchanged.
Burning Retreat: Recharge increased from 15 seconds to 20 seconds (to be the same as staff retreat), Damage increased from 72 to 150. Burning duration increased from 1 second to 2 seconds. Now functions as a leap finisher (cannot combo with itself to create a fire aura, can combo with any other field you roll through).
Ring of Fire: Unchanged.
Flame Leap: cast time reduced from 3/4 sec to 1/5 sec,

Conjure Ice Bow: cast time reduced from 1/4 sec to instant cast, ground target removed, charges removed, additional weapon drop removed, recharge reduced from 60 seconds to 20 seconds.
Water Arrow: Unchanged
Frost Volley: Unchanged
Ice Storm: Unchanged
Deep Freeze: Unchanged

Conjure Lightning Hammer: cast time reduced from 3/4 sec to instant cast, ground target removed, charges removed, additional weapon drop removed, recharge reduced from 60 seconds to 20 seconds.
Lightning Swing, Static Swing, Thunderclap: Unchanged.
Lightning Leap: Unchanged.
Wind Blast: Unchanged.
Lightning Storm: Unchanged.
Static Field: Chain skill added below, can now be cast while moving.
Discharge Field (chain skill): pulls the edges of the static field toward the center, stunning enemies caught inside for 2 seconds. 1/4 second cast time. Unblockable, destroys static field.

Conjure Earth Shield: cast time reduced from 3/4 sec to instant cast, ground target removed, charges removed, additional weapon drop removed, recharge reduced from 60 seconds to 20 seconds.
Shield Smack chain: the second skill in the chain now has a faster cast time, to improve fluidity.
Stone Sheath: Now grants protection to you and nearby allies if no attack is blocked. Protection duration 3 seconds. 240 radius.
Magnetic Surge: Is now a leap finisher.
Magnetic Shield: Cast time reduced from 1 1/4 seconds to 1 second.
Fortify: Is now a ground target cast. Radius 120. Range 600. Channel removed. 1 second cast time added. Can be cast while moving. Now grants Invulnerability to allies standing inside fortify. Duration 3 seconds. (no pulse, invulnerable appears when inside the dome, and ends when you exit or the fortify ends) same 30 seconds recharge.

Elite Skills:
Glyph of Elementals: Chain skills added for each elementals unique skill. (not listed as they already exist)

Tornado: Launch removed. Now pulls enemies toward the center of the tornado every 3 seconds in a 240 radius. Duration 15 seconds.
Electrical Tornado: Skill 1. Is now a standard auto attack. Shoots 2 separate chain lightnings (same as staffs chain lightning) 3/4 second cast time.
Accelerate Tornado: New skill 2. Launch all nearby enemies. 240 radius. 1/5 second cast time. 3 second recharge. Launch 600. (animation could be simply the tornado speeding up for a second and a small gust of wind blowing outwards)
Electrify Tornado: Changed to –
Dust Tornado: Moved to skill 3. Is now a ground target. 240 radius. Creates a smaller tornado separate to the player, that destroys enemy projectiles and damages and blinds enemies for 5 seconds. 5 second duration. 5 second recharge. 3/4 second cast time.
Debris Tornado: Moved to skill 4. Is now a ground target. 240 radius. Creates a smaller tornado separate to the player, that destroys enemy projectiles and damages and inflicts weakness on enemies for 3 seconds. 5 second duration. 5 second recharge. 3/4 second cast time.
Elemental Tornado: New skill 5. Charge your Tornado’s (includes dust, electrical and player tornado) with all your elemental power, causing damage, 5 seconds burning, 3 seconds chill, 3 seconds weakness, 5 seconds blind and 400 knockback to all nearby enemies. 360 radius around each active tornado. This destroys all active tornado’s and ends the skill. (give this a nice animation)

Conjure Fiery Greatsword: cast time reduced from 1 sec to 1/4 second cast, can be cast while moving. Ground target removed, charges removed, burning on cast removed, additional weapon drop removed, recharge reduced from 180 seconds to 120 seconds.
Flame Wave: Unchanged.
Fiery Eruption: is now a ground target. Radius increased from 150 to 240.
Fiery Whirl: Now strikes 6 times instead of 4.
Fiery Rush: Unchanged.
Fire Storm: Unchanged.

Continued.

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Traits:

Fire:
Flame Barrier: Changed to – Sunspot: Inflict damage at your location when attuning to fire. 122 damage. added 2 seconds burn. Radius 240. maximum 5 targets. Gain 1 stack of might for 5 seconds for each enemy struck. (max 5 stacks for 5 seconds)
Sunspot: Changed to – Extinguish Ember: Cleanse burning from you and up to 5 nearby allies when you leave Fire Attunement, if burning is cleansed from the player, create a 180 radius smoke field at the players location. 3 second duration.
Burning Rage: Changed to – Pyromancer’s Puissance: Gain Might each time you cast a fire skill. Might duration reduced from 10 seconds per cast to 5 seconds per cast.

Adept:
Lava Tomb: Removed. Changed to – Cauterize Wound: When you receive 5 stacks of bleeding or more, cauterize your wound with Fire, removing 5 stacks of bleeding. 20 second recharge. can only occur while in Fire Attunement.
Burning Fire: Changed to – Ignite Flame: Reduces Fire Attunement Recharge by 10%. (reduction added after arcane and signet reductions).
Ember’s Might: Increased damage bonus from 5% to 10%.
Spell Slinger: Unchanged.
Burning Precision: Swapped with Fire’s Embrace. Changed to – Fire’s Embrace: Now grants a aura based on which attunement you are in. Fire Attunement: Fire Shield for 5 seconds. Air Attunement: Shocking Aura for 3 seconds. Water Attunement: Frost Aura for 4 seconds. Earth Attunement: Magnetic Aura for 3 seconds. Now grants a aura based on which attunement you are in. Fire Attunement: Fire Shield for 5 seconds. Air Attunement: Shocking Aura for 3 seconds. Water Attunement: Frost Aura for 4 seconds. Earth Attunement: Magnetic Aura for 3 seconds.
Internal Fire: combined with pyromancer’s alacrity, now grants -20% recharge on Fire skills and 10% damage bonus in Fire Attunement.

Master:
Pyromancer’s Alacrity: combined with Internal Fire. Changed to – Shielding Flame: Each time you are inflicted with burning, gain a fire shield for 3 seconds. 10 second recharge.
Conjurer: Moved into Arcane. Changed to – Extinguish Flame: Extinguish Ember is now cast when entering Fire Attunement as well as when leaving.
Fire’s Embrace: Swapped with Burning Precision. Changed to – Burning Precision: Chance on critical increased from 30% to 33%, burning duration increased from 1 second to 2 seconds. Recharge increased from 2 seconds to 4 seconds.
One with Fire: Barrier component removed (as Flame barrier no longer exists). Now increases burn duration you inflict by 20% and reduces incoming burn duration by 20%.

Grandmaster:
Persisting Flames: Changed to – Furious Flames: now only grants the fury on blast finisher effect, fire field duration removed (added to arcane line). Now Burns nearby foes for 1 second when gaining Fury. 180 Radius.
Pyromancer’s Puissance: Changed to – Disintegrate: Fire Skills now deal 2% more damage for each second of burning on the target. Maximum 20% bonus damage (10 seconds burning)

Air:
Zephyr’s Speed: Changed to – Electric Discharge: Added swiftness for 5 seconds. (retains normal damage component)
Electric Discharge: Changed to – Power Cut: Cleanse Blind from you and up to 5 nearby allies when you leave Air Attunement, if Blind is cleansed from the player, create a 180 radius dark combo field at the players location. 3 second duration.
Weak Spot: Removed weakness on critical, changed to: Damage is increased by 20% to knocked down, stunned or launched foes.

Adept:
Zephyr’s Boon: Unchanged.
Zephyr’s Focus: Endurance gain removed. Now reduces Air Attunement recharge by 10% (reduction added after arcane and signet reductions).
Quick Glyphs: Combined with Inscription. Changed to – In-scripted Glyphs: Grants a boon associated with your current attunement when you cast a glyph. Glyph recharge reduced by 20%.
One with Air: Superspeed duration increased from 1 1/5 seconds to 2 seconds.
Soothing Winds: Swapped with Aeromancer’s Alacrity, alacrity combined with Air Training. Changed to: Aeromancer’s Alacrity: Reduce recharge of Air Skills by 20%, increased damage while in Air attunement by 10%.
Bolt to the Heart: Unchanged.

Master:
Arcane Lightning:
Inscription: Combines with Quick Glyphs. Changed to – Nerve Shock: When a blind you have inflicted is cleansed of an enemy, the enemy is dazed for 2 seconds. (20 second recharge)
Aeromancer’s Alacrity: Swapped with Soothing Winds. Changed to – Soothing Winds: While you are Attuned to Air, whenever you gain Swiftness, you remove vulnerability and weakness. (5 second recharge)
Air Training: Combined with Aeromancer’s Alacrity. Changed to – Air Training: Dazed and Confusion you receive has it’s duration reduced by 50%.

Grandmaster:
Tempest Defense: Reduced recharge from 60 seconds to 40 seconds. Now functions as a stunbreaker. Removed added bonus damage to knocked down targets (this has been moved to Weak Spot)
Frest Air: Unchanged.

Continued.

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Earth:
Stone Flesh: Changed to – Earthen Blast: Retains normal damage and cripple component, 5 targets maximum, 240 radius. Gain 2 seconds of protection for each enemy struck (max 10 seconds protection)
Earthen Blast: Changed to – Obsidian Blast: Immobilize nearly foes for 1 second when you leave Earth Attunement. Maximum 3 targets. Blast finisher. 360 radius.
Enduring Damage: Changed to – Rock Solid: Grant stability to you and up to 5 nearby allies. Stability duration increased from 2 seconds to 3 seconds.

Adept:
Obsidian Focus: Changed to Geomancer’s Alacrity, combined with Strength of Stone: Reduces recharge of Earth skills by 20%, 10% bonus damage while in Earth Attunement.
Signet Mastery: Combined with Written in Stone. Changed to – Natures Remedy: Blast finishers executed while in Earth Attunement remove bleeding, if a bleeding is removed, inflict 3 condition stacks of bleeding for 3 seconds to nearby foes. 120 Radius. 0 second recharge.
Earth’s Embrace: Reduced recharge from 90 seconds to 75 seconds.
Serrated Stones: Combined with Stone Splinters: Changed to – Poison Vines: Enemies you cripple while in Earth Attunement are poisoned for 4 seconds. 5 second recharge.
Elemental Shielding: Unchanged.
Stone Splinters: Combined with Serrated Stones: Deal 10% more damage to targets within 600 units, 20% increased bleed duration. Bonus damage to bleeding targets removed.

Master:
Strength of Stone: Combined with Geomancer’s Alacrity and moved to adept: Changed to –
Rock Solid: Moved to minor trait. Changed to – Grounded: Damage reduced by 20% while immobilized, knocked down, or stunned. (does not include daze or launch).
Geomancer’s Freedom: Unchanged.
Geomancer’s Alacrity: Combined with Strength of Stone and moved to adept: Changed to – Obsidian Focus: Breaking stun casts Earthen Blast (minor trait effect, cripple, damage and 2 seconds protection for each enemy hit, max 10 seconds protection, 240 radius.

Grandmaster:
Diamond Skin: Toughness increased by 10% while in Earth Attunement, when critically hit in Earth attunement, grant Retaliation for 5 seconds. (20 second recharge)
Written in Stone: Combined with Signet Mastery: Now grants permanent Passives and reduces recharge of signets by 20%.

Water:
Soothing Mist: Changed to – Healing Ripple: added Regeneration for 5 seconds. (retains normal healing component)
Healing Ripple: Changed to – Soothing Mist: Grant Soothing Mist to you and up to 5 nearby allies for 8 seconds when you leave Water Attunement.
Bountiful Power: Changed to – Revitalizing Mist: Grant Soothing Mist for 3 seconds when you remove a condition. Includes you and allies.

Adept:
Aquamancer’s Alacrity: Combined with Piercing Shards. Changed to – Aquamancer’s Alacrity: 20% reduced recharge on Water skills, 20% bonus damage to vulnerable targets while in water attunement.
Shard of Ice: Arcane and signet skills cause Vulnerability. Vulnerability duration increased from 8 seconds to 10 seconds. Number of stacks increased from 3 to 5. Arcane and Signet skills now also cleanse Vulnerability from the player.
Soothing Disruption: Combined with Cantrip Mastery. Changed to – Cantrip Mastery: Cantrips grant regeneration and vigor for 6 seconds, Cantrip recharge reduced by 20%.
Piercing Shards: Combined with Aquamancer’s Alacrity. Swapped with Soothing Wave – Chilled duration while in Mist form increased from 1 second to 3 seconds. Signet of Water and Mist Form now grant 5 seconds of Regeneration, and 5 seconds of Soothing Mist to up to nearby allies. 360 Radius. Effect removed from Frost Bow.
Cleansing Wave: Now heals the player for 300 for each condition cleansed to each allie. maximum 5 allies, maximum heal: 1500 base.
Vital Striking: Deal 10% more damage to enemies while health is above a threshold, threshold changed from 90%+ health, to 50%+ health.

Master:
Stop, Drop, and Roll: Recharge reduced from 10 seconds to 5 seconds.
Arcane Abatement: Reduced fall damage, create a Geyser lasting 5 seconds when landing, is now a blast finisher.
Cantrip Mastery: Combined with Soothing Disruption. Changed to – Water Mastery: Gain health when curing a condition or healing an ally. 10 Health gained upon healing ally, 100 health gained upon cleansing ally. (doesn’t sound like much, but combined with the new cleansing wave, access to soothing mist (heals 10 health for every tick each ally gets of mist or regen) and Cleansing Water, the health gain will add up quite a lot.
Soothing Wave: Swapped with Piercing Shards. Changed to – Redirect Current: While attuned to Water, your skills have a 50% chance on hit to remove Regeneration from your Target. When Regeneration is removed gain 2 seconds of Soothing Mist. 5 second recharge.

Grandmaster:
Cleansing Water: Unchanged.
Powerful Aura: Unchanged.

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Arcane: (as attunement recharge is now 12 seconds base, each point in arcane reduces attunement recharge by 0.1 seconds, at 10 arcane recharge is 11, at 20 it’s 10, at 30 it’s 9. similar to the recharges that exist currently.
Arcane Fury: Unchanged.
Lingering Elements: removed lingering bonuses component (as the bonuses no longer exist). Gain 5% bonus damage for each attunement on recharge.
Arcane Precision: Changed to – Arcane Field: Your combo fields are now charged with arcane energy, increasing their duration’s by 20%.

Adept:
Arcane Mastery: Combined with Elemental Surge. Changed to – Conjurer (moved from Fire trait line): grants an additional weapon at the players feet upon casting a conjure. Each conjure now has an additional effect upon summoning. Flame Axe: Casts Sunspot (minor Fire trait) and cleanses Burning. Frost Bow: Casts Cleansing Wave. Air: AOE Daze for 2 seconds. Earth: Breaks Stun.
Arcane Resurrection: in addition to granting increased revive speed and an aura, upon reviving a downed ally recharge all attunements.
Arcane Retribution: Unchanged. (new Arcane Power: 100% critical chance for 3 seconds. Recharge reduced from 90 seconds to 60 seconds.
Final Shielding: Recharge reduced from 90 seconds to 75 seconds.
Elemental Attunement: Removed (boons have been added to the first minor trait in each trait line) Changed to –
Renewing Stamina: Unchanged.

Master:
Vigorous Scepter: Now grants 10 Endurance each time a Scepter Skill is used.
Blasting Staff: Made default to Staff. Changed to – Chain Staff: All Staff Auto Attacks now bounce to an additional Target. (Chain lightning can now bounce 3 times instead of 2, hitting up to 4 targets)
Windborn Dagger: Now grants 25% movement speed increase while wielding a MH Dagger, and an additional 7% movement speed to swiftness while holding an OH Dagger.
Arcane Energy: Changed to – Focus skills now last 33% longer. rounded as follows: Flame wall from 6 seconds to 8 seconds. Fire Shield from 5 seconds to 6 seconds. Swirling Winds from 5 seconds to 6 seconds. Gale from 2 seconds to 3 seconds. Magnetic Wave from 3 seconds reflect to 4 seconds reflect. Obsidian Flesh from 3 seconds to 4 seconds.

Grandmaster:
Evasive Arcana: Unchanged.
Elemental Surge: Combined with Arcane Mastery. Now grants an extra condition as well as reducing Arcane recharge rate by 20%

Continued.

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Posted by: I Bud.7593

I Bud.7593

Interesting improvements/notes:

Auramancer/auras, now has more options, only needs 10 into Fire to attain Fire’s Embrace, and can go 20 in to gain Shielding Flame (gain short fire shield when burned), and take Glyph of Elemental Harmony (now gives auras instead of boons) for even more auras. With the new Fire’s Embrace, a non-staff user has access to a magnetic aura, a non-OH Dagger has access to a frost aura, and a non-MH Dagger has access to a shocking aura. Also, with the new chain skills attached to the weapon version of each aura, more blast finishers are available for usage across all weapon sets (this applies to more than just an auramancer)

Water has an interesting combination with Cleansing Wave + Water Mastery + Cleansing Water in a support build, the healing/condi removal would definitely be a welcome to a team. Another interesting note here is that Water can not strip Regeneration, which I think is a nice offensive trait that stays in-line with the theme of Water. Changes to soothing mist should also help keep up healing while out of Water attunement.

Fire attunement now has large damage bonuses, and looks to be a much more tempting traitline in general, especially with the access to new condition removal and smoke fields.

Air now has some added condition removal too, has a bunch of quality of life improvements and some useful defensive traits thrown in.
Earth again has some new condition removal, quality of life improvements, and useful defensive traits, also now gives access to poison through cripple.

Arcane has had some big changes, with 12 seconds attunement recharge baseline and Elemental Attunement distributed to minor traits across each traitline, and Blasting Staff becoming baseline, it’s definitely become less necessary to build into, which is good as it was too needed beforehand, however, there are still plenty of great traits in here. The new traits for each weapon I also find interesting and would consider taking.

Signets actives now seem much more useful and interesting, and their passives should create some interesting builds, such as 10/10/10/10/30, all signets, traiting for either extra attunement reduction or skill recharges + damage, means either a 6.2 or a 5.6 second attunement recharge across the board (this may seem powerful but consider what’s sacrificed to acquire it).

Conjures are now instant, other than FGS, and don’t rely upon charges, meaning they should be much more fluid, and the new Arcane trait Conjurer should make things interesting, especially with Conjure Earth Shield becoming a stun breaker with it.

Minor Traits, I really like the effect on entering and leaving, should create some interesting mechanics, access to a smoke field with fire is a huge one too, this means stealth blast finishers for the Elementalist.

Blast finishers, there plenty more of them, and interesting ways to trait them, possibility to trait for removing conditions, burning or bleeding.

All weapons had some major improvements, a big one being Blasting Staff base, great changes to focus, more finishers with Dagger, chain skills, lower cast times, recharges and better trait options.

There’s loads of new skill combination possibilities, and the different builds should play very differently to each other.

I could theory craft a whole bunch of builds with these changes, and I think any of these is a huge improvement really, and hope there’s at least a few good and realistic ideas in there somewhere.
Feel free to throw ideas around, give feedback or ask any questions on my thought processes, a lot of that isn’t here as I’m trying to avoid making this too long (and failing!) I’ll elaborate the best I can anyway

Thanks for reading!

(edited by I Bud.7593)

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Posted by: Hanako.1827

Hanako.1827

1. Talk about wall of text
2. NO ONE likes ride the lightning being on a long CD, anything higher than 15 seconds is stupid. Most people would rather it have the short CD than have a high one and a function, especially a function like daze…
3. Evasive arcana and attunement swapping blasts (which should be all in one trait) should either baseline or extremely low in different trees. These “improvements” don’t really fix that problem.
4. I don’t see anything about attunement recharges being lowered.

^^^
These are the core problems with the class, with a few crappy spells that are worthless.

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Posted by: I Bud.7593

I Bud.7593

1. Talk about wall of text
2. NO ONE likes ride the lightning being on a long CD, anything higher than 15 seconds is stupid. Most people would rather it have the short CD than have a high one and a function, especially a function like daze…
3. Evasive arcana and attunement swapping blasts (which should be all in one trait) should either baseline or extremely low in different trees. These “improvements” don’t really fix that problem.
4. I don’t see anything about attunement recharges being lowered.

^^^
These are the core problems with the class, with a few crappy spells that are worthless.

Apologies, it is a wall of text, but it’s either that or I make everything brief and hard to understand, basically, it’s better than me saying “add more damage” “this needs less recharge”.

Anyway I can see why you and others are against a higher RTL recharge, I’m not so fond of it either, however you need to keep in mind other buffs to mobility I include in the changes, as well as the added daze to RTL and the cooldown coming down on a miss. This is obviously something that can be tweeked though, perhaps a further reduction is needed?.

With Evasive Arcana, I’m not sure what you’re saying here?, I haven’t changed EA mainly because it’s already desirable enough.

Attunement recharge is changed. 12 seconds baseline. 30 Arcane making it 9 seconds. And new traits and Signet effects can lower that further.

Thanks for the feedback

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Posted by: sorrow.2364

sorrow.2364

Something would be kinda OP, for instance dagger offhand has too much control and the sunspot mechanic might be kinda OP when paired with the Fresh Air burst imho, but most of them are awesome changes.

Hope ANet notice them.

(edited by sorrow.2364)

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Posted by: I Bud.7593

I Bud.7593

Something would be kinda OP, for instance dagger offhand has too much control and the sunspot mechanic might be kinda OP when paired with the Fresh Air burst imho, but most of them are awesome changes.

Hope ANet notice them.

Yeh like I said all of this would probably make the Ele a little too powerful, Dagger offhand got a small daze added to RTL and Churning Earth now pulls in intervals (can still be easily avoided) The only reliable hard CC on OH Dagger would be RTL, Updraft and Earthquake.

But yes that may be too much, perhaps RTL is better left the way it is, although I’d love that daze for a quick heal interupt. By the Sunspot mechanic I assume you mean Flame Wall > Sunspot Burst?, keep in mind the sunspot burst is only around the Flame Wall making it relatively easy to avoid, it also has a 1 second recharge between each burst to avoid excessive damage, and the cast time of Flame Wall and that it follows after a noticable animation, should keep it telegraphed and hard to fully utilize but still useful for at least one Sunspot. If worse comes to worse then the damage or burning fact can always be lowered.

If you meant the new Signet of Fire active effect, then yeh it’s powerful, but only against a badly positioned group of enemies inside a small radius. Punishes bad play, and rewards a well timed execution, a nice interesting signet active in my opinion

Thanks for the feedback! much appreciated

(edited by I Bud.7593)

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Posted by: The Game Slayer.7632

The Game Slayer.7632

+100000 love some of the things you mentioned. Of course, if every single on of them were to be implemented it would definitely be crazy. however, that being said, i hope at least a few are implemented.

Tired of watching nourishment times? Come to this thread and give it some noise!!! :D
#ELEtism

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Posted by: I Bud.7593

I Bud.7593

+100000 love some of the things you mentioned. Of course, if every single on of them were to be implemented it would definitely be crazy. however, that being said, i hope at least a few are implemented.

Thank you!, I won’t deny some things would need some ironing out haha, probably best to look at the mechanics I’m suggesting though as apposed to the numbers etc, as they can always be changed to bring things to reason and are probably the defining thing when looking at whether these would throw the Ele too far into the top end of the spectrum or not. Thanks again!

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Posted by: sorrow.2364

sorrow.2364

If you meant the new Signet of Fire active effect, then yeh it’s powerful, but only against a badly positioned group of enemies inside a small radius. Punishes bad play, and rewards a well timed execution, a nice interesting signet active in my opinion

That’s the point.
In sPvP enemies are forced to ball up on nodes in order to prevent capping.
Being able to deal such a massive amount of AoE damage, especially considering how common are AI entities right now, is quite a bit over the top.

A mesmer would be punished only because it used clones/phantasms as a Necromancer would be punished for using minions.

(edited by sorrow.2364)

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Posted by: I Bud.7593

I Bud.7593

If you meant the new Signet of Fire active effect, then yeh it’s powerful, but only against a badly positioned group of enemies inside a small radius. Punishes bad play, and rewards a well timed execution, a nice interesting signet active in my opinion

That’s the point.
In sPvP enemies are forced to ball up on nodes in order to prevent capping. Being able to deal such a massive amount of AoE damage, especially considering how common are AI entities right now, is quite a bit over the top.

Very good point!. I did consider the fact that the AOE could be quite heavy, and tried to off-shoot this with the cooldown, and the fact that it will increase your Fire skill recharges upon using. Perhaps lowering the radius from 360 to 240 would bring it more inline? it’s maximum output is 1k damage and 15 seconds of burning to 5 seperate targets. Which isn’t actually that much really, similar direct damage to Arcane Wave, and the burn should pretty much always be cleansed by the enemy before lasting the full duration (a single AOE cleanse on the other team could get rid of all the burn on all enemies).

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Posted by: Gorni.1764

Gorni.1764

Hmm, what should I say. I haven’t read everything, but for sure there are some really great ideas on your list. However, the problem is that there are tons of ideas and threads like yours, especially here in the ele-forums. People make videos, make polls, make class-comparisons, post well thought-out ideos on specific mechanics … Anet either doesn’t read it or a CM reads it and writes he makes sure that the DEVs will read it.
Then you wait 4 months until the next major “balance”-patch, you hope for the best since Anet always states that they listen to us and “considers our ideas” or “is working on this and that” and “definitely has that on their list” blabla and what you see … is warrior buffs and useless conjure-buffs or nerfs for ele – a slap in the face.

Anet is either terrible at balancing or has too little resources to get the job properly done. What about the bugs that are in the game since release? They don’t listen to the community either … I doubt that their collaborative developement will have any impact at all. I admit that there are some efforts to actually change the current situation. But the changes seem to never really be thought-out. It’s like some DEV comes up with an idea that sounds cool and they implement it regardless of what impact it will have on PvP, PvE and WvW.
Anet thought that Necros were too weak – so they decided to add a whole new condition to the game and also give burning to Necros. Problem is: Necro-damage was fine, it’s their survivability that was lacking. What we have now is condition-spam all over the battlefields. Really great balancing.
Anet thought that eles had to much survivability. So nerf mobility, nerf heal, nerf boon-duration, nerf condition-cleanse, nerf stun-breakers (regardless of eles having worst base-stats in the game). All at once (while buffing other classes – escpecially conditions whose cleansing has been nerfed on eles). The real problem was that defensive builds were the only viable option for eles since offensive builds just didn’t work. I talked about that on the forums, even before the first RTL-nerf. I said that buffs to sustained damage would lead to players using more offensive builds (like S/D now). However what we got was even lower survivability and the worst sustained damage in the game. In short: they nerfed bunkers bacause they had good survivability; just because the community demanded it. Makes sense, right?
They tried to compensate this with fresh air – but due to our survivability beeing nerfed into oblivion this build is just some kamikaze-build that doesn’t add much to a fight.

  • Eles completely vanished from tPvP and also mostly sPvP
  • Condition-spam all over the place
  • Power-Builds driven out of the meta
  • Warrior-survivability buffed tremendously so that they can go afk and still outheal ele-damage (I know this is exaggerated but you get the point)

That’s what Anet has accomplished with their balancing so far. Real problems like AI doing the work for players, CC being far too strong on some classes, perma-evasion or -stealth etc. have never really been adressed. I don’t even want to talk about general “PvP-Changes” like skyhammer and custom arenas. The reason why they don’t shut them down is because custom arenas are the only way for them to make money out of PvP. All together everything Anet tried to balance went down the drain. Classes that never recieved major buffs or nerfs have always been and still are viable. I hope they never lay a finger on guardians since I think it’s one of the best balanced classes in the game.

Sorry for OT … just had to get rid of that. Maybe I’ll ad something on topic later on, when I’ve read all of your list. But like I said I’m afraid that all your effort will be in vain.

General tip: post suggestions on the PvP-forum. Nobody will ever read it here (and the suggestion-forum doesn’t recieve many replies from the team as well)

Rachat – Elementalist (Abbadon’s Mouth)

(edited by Gorni.1764)

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Posted by: Leuca.5732

Leuca.5732

Remove arcana’s attunement recharge effect. Set attunement recharge to 9-10 seconds and change the bonus for arcana investment. You’ve already done half the work right there.

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Posted by: MyPuppy.8970

MyPuppy.8970

I really like your suggestions, but I doubt they ever see the daylight. Continuously playing and improving my playstyle through all the nerfs, I feel like any “serious” buff/revamp would make the ele totaly OP.

I think that’s also why lingering elements never got fixed. I don’t even ask for a buff, a simple fix would already be too OP.

Edit: just to avoid misunderstandings, I emphasized on “serious” in contrast with the revamps/traits that have been done over the past months, I didn’t mean to minimize the work you’ve done here.

Lily Bertine [NG]/[GiRL]
Nerfentalist of Augury Rock

(edited by MyPuppy.8970)

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Posted by: I Bud.7593

I Bud.7593

Hmm, what should I say. I haven’t read everything, but for sure there are some really great ideas on your list. However, the problem is that there are tons of ideas and threads like yours, especially here in the ele-forums. People make videos, make polls, make class-comparisons, post well thought-out ideos on specific mechanics … Anet either doesn’t read it or a CM reads it and writes he makes sure that the DEVs will read it.
Then you wait 4 months until the next major “balance”-patch, you hope for the best since Anet always states that they listen to us and “considers our ideas” or “is working on this and that” and “definitely has that on their list” blabla and what you see … is warrior buffs and useless conjure-buffs or nerfs for ele – a slap in the face.

Anet is either terrible at balancing or has too little resources to get the job properly done. What about the bugs that are in the game since release? They don’t listen to the community either … I doubt that their collaborative developement will have any impact at all. I admit that there are some efforts to actually change the current situation. But the changes seem to never really be thought-out. It’s like some DEV comes up with an idea that sounds cool and they implement it regardless of what impact it will have on PvP, PvE and WvW.

Sorry for OT … just had to get rid of that. Maybe I’ll ad something on topic later on, when I’ve read all of your list. But like I said I’m afraid that all your effort will be in vain.

General tip: post suggestions on the PvP-forum. Nobody will ever read it here (and the suggestion-forum doesn’t recieve many replies from the team as well)

Thanks I know there’s plenty of good feedback around here, It’s most likely a lot of the ideas in here have been thought of before even, all I’m doing is adding my take to it, regarding the other topics you bring up, I honestly don’t mind where things are right now but I can understand others frustrations completely, but I also appreciate that they are hesitant to make drastic changes, after all, a small change can spark up huge things as shown in the past. With the warrior buff it’s something that the community was requesting for a while, viable warrior builds, sure they might be slightly too effective in some regard, but nearly every profession has had time in the limelight, Elementalist is no exception. Anyway I have loads of fun with my Ele and always have. Like I said in the main posts this isn’t a post attacking devs or asking for buffs or nerfs to things (professions included) it’s simply my vision for my perfect changes to the Ele

Remove arcana’s attunement recharge effect. Set attunement recharge to 9-10 seconds and change the bonus for arcana investment. You’ve already done half the work right there.

Thanks!, Yeh I thought about doing this, but after I completed each trait lines changes I realized there wasn’t really anything that was needed that could replace it. Also each professions 5th line always effects profession mechanics, I couldn’t really throw the Ele away from that trend and make it bonus damage % or something. I actually think it works out well this way, as now you can go 0 into arcane and still have decent recharges on your attunements, by taking a signet or 2 and a trait or 2 in a couple trait lines, freeing up the use of some grandmasters. And there’s the possibility of stacking these with arcane, giving around 6 second recharges on certain or all attunements, and with the new effect on entering and exiting attunements through minor traits, this could become quite a different playstyle, imagine a 20 fire 20 air 30 arcane Ele with signets and attunement recharge rates, he’ll have a 5.8 seconds recharge on both air and fire at least, which will be constant sunspots, smoke fields, and bleed, blind and weakness removals without going into the Water line, fresh air will also enhance this if traited, but now isn’t as needed with these new options making Tempest Defense also a viable choice.

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Posted by: I Bud.7593

I Bud.7593

I really like your suggestions, but I doubt they ever see the daylight. Continuously playing and improving my playstyle through all the nerfs, I feel like any “serious” buff/revamp would make the ele totaly OP.

I think that’s also why lingering elements never got fixed. I don’t even ask for a buff, a simple fix would already be too OP.

Edit: just to avoid misunderstandings, I emphasized on “serious” in contrast with the revamps/traits that have been done over the past months, I didn’t mean to minimize the work you’ve done here.

Thanks I also have this mindset with Ele, and I can see why the devs may also be hesitant, but It’s my hope that all profession get the same treatment as what I’m proposing here for Ele, that every trait has a use in some way for every profession, every weapon can be considered etc. I’d love to do another for the Engineer or Thief, but I can see those being way more complex to re-haul effectively. Anyway I have the same thoughts, introduce all these buffs I’m proposing and yes, the Ele will stomp everyone, add a few though? and more over time while other professions receive similar treatment? Yes I’d like that But like I’ve said, I am happy with my Elementalist at the moment, this isn’t a plead for buffs of any kind, I know they’re not perfect, and I’m probably more effective playing my Engi, but, I have such a blast playing D/F, it’s been my go-to for fun since back in beta, but I can always dream of those changes to Fire attunement in focus, or the aura chain skills for dagger, blasting staff default and lower base attunement recharges, because like anything I enjoy, It doesn’t hurt to be able to enjoy it even more

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Posted by: Leuca.5732

Leuca.5732

Thanks!, Yeh I thought about doing this, but after I completed each trait lines changes I realized there wasn’t really anything that was needed that could replace it. Also each professions 5th line always effects profession mechanics, I couldn’t really throw the Ele away from that trend and make it bonus damage % or something. I actually think it works out well this way, as now you can go 0 into arcane and still have decent recharges on your attunements, by taking a signet or 2 and a trait or 2 in a couple trait lines, freeing up the use of some grandmasters. And there’s the possibility of stacking these with arcane, giving around 6 second recharges on certain or all attunements, and with the new effect on entering and exiting attunements through minor traits, this could become quite a different playstyle, imagine a 20 fire 20 air 30 arcane Ele with signets and attunement recharge rates, he’ll have a 5.8 seconds recharge on both air and fire at least, which will be constant sunspots, smoke fields, and bleed, blind and weakness removals without going into the Water line, fresh air will also enhance this if traited, but now isn’t as needed with these new options making Tempest Defense also a viable choice.

I think there’s plenty you could do with the arcana bonus in terms of options. Unfortunately your suggestion only slightly reduces an inherent dependence on it, but actually ends up trivializing deep investment because the end result is the same as before the rework, meaning a slight gain for non-arcana elementalists and absolutely nothing for those who still wish to stay with that line.

You could perhaps change on-attunement passive effects and have arcana increase the duration and/or strength of their bonuses. An example would be to change all the current adept minor traits for the elements and condense them into a minor trait in arcana, which more varied supportive/buffing effects with each level of minor trait you reach. I’m not going to post examples of numbers because I literally just came up with the idea as I read your response, but with some work it would at least get the ball rolling and open up the other traitlines to actually work well with their respective goals, instead of having each traitline affect only one element so specifically.

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Posted by: I Bud.7593

I Bud.7593

Thanks!, Yeh I thought about doing this, but after I completed each trait lines changes I realized there wasn’t really anything that was needed that could replace it. Also each professions 5th line always effects profession mechanics, I couldn’t really throw the Ele away from that trend and make it bonus damage % or something. I actually think it works out well this way, as now you can go 0 into arcane and still have decent recharges on your attunements, by taking a signet or 2 and a trait or 2 in a couple trait lines, freeing up the use of some grandmasters. And there’s the possibility of stacking these with arcane, giving around 6 second recharges on certain or all attunements, and with the new effect on entering and exiting attunements through minor traits, this could become quite a different playstyle, imagine a 20 fire 20 air 30 arcane Ele with signets and attunement recharge rates, he’ll have a 5.8 seconds recharge on both air and fire at least, which will be constant sunspots, smoke fields, and bleed, blind and weakness removals without going into the Water line, fresh air will also enhance this if traited, but now isn’t as needed with these new options making Tempest Defense also a viable choice.

I think there’s plenty you could do with the arcana bonus in terms of options. Unfortunately your suggestion only slightly reduces an inherent dependence on it, but actually ends up trivializing deep investment because the end result is the same as before the rework, meaning a slight gain for non-arcana elementalists and absolutely nothing for those who still wish to stay with that line.

You could perhaps change on-attunement passive effects and have arcana increase the duration and/or strength of their bonuses. An example would be to change all the current adept minor traits for the elements and condense them into a minor trait in arcana, which more varied supportive/buffing effects with each level of minor trait you reach. I’m not going to post examples of numbers because I literally just came up with the idea as I read your response, but with some work it would at least get the ball rolling and open up the other traitlines to actually work well with their respective goals, instead of having each traitline affect only one element so specifically.

This is also one of the ideas I originally had to shake up the Arcane line, but eventually decided that any major buff to Arcane only makes the others even more redundant leaving Arcane in the necessary department, with the way that I’ve changed it, everyone has an option to reduce attunement recharges without an investment in Arcane, but that doesn’t mean Arcane is not any less useful than the others, it now means that you spec into Arcane for the traits it offers more so than the bonus it gives to recharge, which honestly should be the case with each traitline in my opinion.

When I look over the changes as a whole I honestly see all 5 trait lines as appealing for a variety of builds, where as if Arcane was changed to a new effect and everyone having 9 seconds recharge baseline, I could honestly see nobody spending a point into the line.

With the changes I propose, sure non-arcane builds get a nice bonus, but so does Arcane, it’s still needed if you want a 9 second cooldown without using signets or other traits in different lines, and the traits I’ve added definately keep it a viable choice, the only difference is now you don’t need that 9 second cooldown as much as before, as the profession has many options in all trait lines.

If I made the minors into a trait for Arcane, wouldn’t that just make Arcane that much more required? or that specific trait in Arcane at least… this is why I removed Arcane Attunement and placed it’s effects across each line (with some nice improvements), so that an Ele can start with 50 trait points instead of 20-30 as it is now. Each spec in the changes I’ve made now has access to condition removal, offensive and defensive boons and traits, and the traits has great synergy between each other without any specific trait or trait line making the others mediocre or redundant.

Anyway I’m not saying your proposal is bad at all, I’m sure it would be an improvement on the current state, but I do think that the way I have things set here is much better for build variety and creates very interesting trait combinations across all 5 trait lines.

Thanks for the thought anyway, always welcome good discussions

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Posted by: Leuca.5732

Leuca.5732

This is also one of the ideas I originally had to shake up the Arcane line, but eventually decided that any major buff to Arcane only makes the others even more redundant leaving Arcane in the necessary department, with the way that I’ve changed it, everyone has an option to reduce attunement recharges without an investment in Arcane, but that doesn’t mean Arcane is not any less useful than the others, it now means that you spec into Arcane for the traits it offers more so than the bonus it gives to recharge, which honestly should be the case with each traitline in my opinion.

When I look over the changes as a whole I honestly see all 5 trait lines as appealing for a variety of builds, where as if Arcane was changed to a new effect and everyone having 9 seconds recharge baseline, I could honestly see nobody spending a point into the line.

You’ve highlighted a problem with not changing Arcana investment bonus right here. You want each traitline to be wanted for the traits, but Arcana is still going to be wanted for its invesment bonus. If Arcana has no reason for investment with a different mechanic, there’s something wrong with the traitline entirely. Most of the Arcana traits are not very good, with a few staples such as Elemental Attunement. They also have almost nothing to do with its investment bonus except for the obvious Elemental Attunement and Evasive Arcana. The fact that so many elemental traitlines have on-attune effects that scale better with Arcana investment than its own traits speaks for another issue.

With the changes I propose, sure non-arcane builds get a nice bonus, but so does Arcane, it’s still needed if you want a 9 second cooldown without using signets or other traits in different lines, and the traits I’ve added definately keep it a viable choice, the only difference is now you don’t need that 9 second cooldown as much as before, as the profession has many options in all trait lines.

But your change doesn’t make Arcana any better as a standalone line; it just slightly alleviates a few problems which could be completely solved by removing the current Arcana bonus and reworking the line.

If I made the minors into a trait for Arcane, wouldn’t that just make Arcane that much more required? or that specific trait in Arcane at least… this is why I removed Arcane Attunement and placed it’s effects across each line (with some nice improvements), so that an Ele can start with 50 trait points instead of 20-30 as it is now. Each spec in the changes I’ve made now has access to condition removal, offensive and defensive boons and traits, and the traits has great synergy between each other without any specific trait or trait line making the others mediocre or redundant.

No, it wouldn’t make them required, because all of those effects also scale with other stat investment. Soothing Mist could have duration increased by Arcana and healing power increased by Water Magic, for example. This kind of system rewards both the player that wishes to have immediate effect and the player that wants long-term effect, as well as opening up myriad theory-crafting possibilities for working around your passive in really creative ways that benefit you and your allies. This kind of system is also akin to how many other profession mechanics work, such as the warrior’s burst skills scaling with everything that affects damage output, and not just the traitline that solely affects burst damage.

I’m also confused as to why Elemental Attunement was broken across the signets. This hurts our utility choices and doesn’t solve the problem.

(edited by Leuca.5732)

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Posted by: I Bud.7593

I Bud.7593

Regarding soothing mist, I don’t think allowing it to scale would be a good change, it would most likely allow to much regen when coupled with Regeneration. With Elemental Attunement, what your proposing is basically how it is now, and right now it’s a required trait as the boons are totally needed, the way I’ve changed it, a ele can go 30 into Arcane taking 3 traits that aren’t Elemental Attunement and then spend the remaining 40 points into the 1-4 other trait lines for the specific boons they want for their build, or choose to invest heavily into a single line for a more focused build. In terms of comparing the Ele mechanic to other professions and trying to change it to be more like them, I think this won’t do much good, an Eles mechanic is as unique to it as a Engineers is to them, and directly comparing just the mechanics won’t show anything. Basically what I want to say it try and look at the bigger picture, imagine if all these changes were implemented, how tempted would you be to invest into Fire? or Air? or Water + Fire? or Arcane? keep in mind every change if you can, as each one can effect the viability of a number of builds and mechanics.

Also, Elemental Attunement hasn’t been put into signets, it is spread across the minor traits “on attune” effects, requires a low investment, and is not not as needed anyway as you can attain boons elsewhere other than putting 5 points into each traitline. Basically at the moment Arcane is borderline mandatory for a few reasons, Elemental attunement, evasive arcana, vigor on crit and the attunement recharge, I’ve dropped the need for attunement recharge and offered alternative ways to lower it without an investment into arcane, but requiring other traits or utilities leaving the effect still desirable, redistributed Elmental Attunement to other relevant lines, and left the vigor and EA to keep it appealing for a high arcane spec. Overall when I think of creating a build with all these changes applied, I can think of multiple specs that would be effective using Arcane, and not using Arcane. Also keep in mind that an attunement recharge rate of 12 seconds with 0 arcane, and all the other changes to skills, recharges, cast times and traits that create actual meaningful effects, as well as the additions of offensive options into Water and Earth, and defensive options placed into Fire and Air, means that an Ele won’t actually need that 9 seconds recharge as much as they do currently due to the additional options created through these changes.

Arcane needs to directly effect the attunement mechanic, if you can describe a good simple idea for that I’m all ears, but having it effect things like soothing mist, or bonus damage doesn’t really make sense to me. In all honesty, I don’t play with 30 Arcane right now, I play with 10 Arcane giving me a 12-13 second recharge on my attunements, and I do fine through my rotations, not that it’s ideal, but I think with the changes I propose here, I could actually sit at 0 or 10 arcane and still be 100% as effective as an 30 arcane Ele, which looks balanced to me anyway

(edited by I Bud.7593)

My Elementalist Redesign

in Elementalist

Posted by: Leuca.5732

Leuca.5732

Regarding soothing mist… -snip-

Soothing Mist already gets bonus duration from 15 Arcana trait and scales with healing power. My goal in this case is to make it (and other similar effects) do so more efficiently. It has a relatively low base/coefficient, and is not a primary source of healing even when kept up constantly. By moving on-attune effects into Arcana, you free up opportunity to massively improve the minor and major traits while also allowing for more interesting trait synergy within the elemental traitlines. When you have enough synergy between different lines, you don’t feel pressured into one by default.

Also, Elemental Attunement hasn’t been put into signets… -snip-

I misspoke here. I was referring to the attunement recharge bonus you put into the signets, which appears to be yet another bandage for our subpar “weapon swap” function. On top of that your suggestions haven’t implemented any internal cooldowns for on-attunement activation bonuses, which is a huge part of the reason Arcana has its current function in the first place.

Basically at the moment Arcane is borderline mandatory for a few reasons… -snip-

EA is another huge problem with the Arcana line. I would actually advocate improving the effects of each dodge, and breaking the trait across the elemental lines into adept/master traits, to be determined by their numerical strength. This allows for a more specialized dodge-trait approach for those who want it, and the improvement to each elemental dodge means that you won’t be sacrificing all that much if you only pick one or two to utilize. EA shouldn’t be such a deciding factor as to whether high Arcana is useful; it speaks really badly of our other traitlines.

Overall when I think of creating a build with all these changes applied… -snip-

So rather than fixing the problem, you’re suggesting we reduce its severity through an extremely complex process of revamping most of the traitlines. Your premise pretty much admits that attunement recharge is a problem. The concept of the current Arcana bonus admits it’s a problem. Eliminate the problem if you’re going to put that much work into it. I just don’t understand why reducing its severity instead of just fixing it is a viable option when the effort is going to be expended either way.

Arcane needs to directly effect the attunement mechanic… -snip-

Arcana already affects things like Soothing Mist, and provides bonus damage by increasing boon uptime along with bonus fury and EA. It just does some of these things in a very inefficient way, with its main attractors being Elemental Attunement and Evasive Arcana. Even if Evasive Arcana had never existed, elementalists would still have invested in the traitline simply because the combination of achieving base-level weapon swapping along with boon duration (on a class that’s extremely reliant on boons) is too good to pass up. EA just put the icing on the bittersweet cake. Traits like Fresh Air seem neat by themselves, but they’re just going to be bandaids for a bad attunement design. The worst part is that eles originally had extremely short cooldowns for attunements, but Anet failed to balance on-attunement effects and took the easy way out.

(edited by Leuca.5732)