[WVW] Elementalist Build Diversity

[WVW] Elementalist Build Diversity

in Profession Balance

Posted by: Talyn Sneider.1825

Talyn Sneider.1825

[Change]
Water XI:
“Create a weak attunement-based spell at the end of your dodge. Fire: Flame Burst. Water: Cleansing Wave. Air: Blinding Flash. Earth: Churning Earth.”

Makes a let’s say 60% version of the actual dodge spells.

Arcane Power XI:
“Remove a condition when granting regeneration to yourself or an ally.
Conditions removed: 1
Increase Water XI spell effect by 40%”

[Pros:]
Will allow players to have some of the utility of evasive arcana even when not fully traited in arcan power.
Will allow more builds.

[Cons:]
Balancing of 60%/40% is not tested…should be subject to gradual tuning.

Casual pvp’er – Can only play 2-3 hours a day

https://www.gw2pvp.de/profile/ab4bd8fa4c3f250ac9533c479b0b862b/

[WVW] Elementalist Build Diversity

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Posted by: P Fun Daddy.1208

P Fun Daddy.1208

[Change]
Water XI:
“Create a weak attunement-based spell at the end of your dodge. Fire: Flame Burst. Water: Cleansing Wave. Air: Blinding Flash. Earth: Churning Earth.”

Makes a let’s say 60% version of the actual dodge spells.

Arcane Power XI:
“Remove a condition when granting regeneration to yourself or an ally.
Conditions removed: 1
Increase Water XI spell effect by 40%”

[Pros:]
Will allow players to have some of the utility of evasive arcana even when not fully traited in arcan power.
Will allow more builds.

[Cons:]
Balancing of 60%/40% is not tested…should be subject to gradual tuning.

…But why would you put it in Water, the other heavily depended upon tree?
Also, having a trait literally be a weaker version of the same trait in the same class is probably not a good idea.

[WVW] Elementalist Build Diversity

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Posted by: Talyn Sneider.1825

Talyn Sneider.1825

Well I’d place it in water because I’m trying to find a flavor to the trait, truth be told it could be placed in any of the trees (always at grandmaster tier) and also seems to me that at least water or arcane should always be present in elementalists…since we have the whole low stat issue we need vitality.

The main idea is to exchange arcane power for earth, you would get more toughness and still be able to get some healing from dodging…that would make earth more viable than it is now. Idea is to create a choice between toughness/healing from dodging that isn’t overpowered and still enables earth as an effective choice.

Casual pvp’er – Can only play 2-3 hours a day

https://www.gw2pvp.de/profile/ab4bd8fa4c3f250ac9533c479b0b862b/

[WVW] Elementalist Build Diversity

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Posted by: juno.1840

juno.1840

I think you’d be better off taking the most desirable Arcana Traits and busting them up into the other trait lines.

For example, instead of Elemental Attunement, give the boon to the associated 5pt Adept Minor on each trait line (i.e. 5pts into Fire gives you might when activing Fire attunement).

Another example, instead of Evasive Arcana, give the dodge effect to the associated 15pt Master Minor on each trait line (i.e. 15pts into Water gives you Cleaning Wave on dodge when in Water attunement).

Granted you want something special for Grand Master traits in Arcana. Right now, much of Arcana is still “must have” for most Elementalists.

Part of me thinks that someone in ANet was thinking “hey, wanna see something funny? Watch this…”

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Posted by: P Fun Daddy.1208

P Fun Daddy.1208

I think you’d be better off taking the most desirable Arcana Traits and busting them up into the other trait lines.

For example, instead of Elemental Attunement, give the boon to the associated 5pt Adept Minor on each trait line (i.e. 5pts into Fire gives you might when activing Fire attunement).

Another example, instead of Evasive Arcana, give the dodge effect to the associated 15pt Master Minor on each trait line (i.e. 15pts into Water gives you Cleaning Wave on dodge when in Water attunement).

Granted you want something special for Grand Master traits in Arcana. Right now, much of Arcana is still “must have” for most Elementalists.

I like evasive arcana where it is, thank you.

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Posted by: Talyn Sneider.1825

Talyn Sneider.1825

That could work too, seems to me a nice idea. So at grand master of arcana I suggest a much needed trait.

Arcane Armor:

10% of your power becomes vitality.

The percentage could be adjusted…what do you think?

Casual pvp’er – Can only play 2-3 hours a day

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[WVW] Elementalist Build Diversity

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Posted by: P Fun Daddy.1208

P Fun Daddy.1208

That could work too, seems to me a nice idea. So at grand master of arcana I suggest a much needed trait.

Arcane Armor:

10% of your power becomes vitality.

The percentage could be adjusted…what do you think?

No, no no no no.
Do not try to exchange active defenses that promote skilled use and interesting play for dull, weak passive bonuses that completely negate skilled play.
This is a horrific idea. Elementalist is not a class that revolves around passive defense.
Not to mention that I wouldn’t take this as an adept trait, let alone a grandmaster.
It would literally ALWAYS be a better option to put 10 in water and take any random trait.

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Posted by: pmnt.4067

pmnt.4067

To increase build diversity, we need to free up trait points. Some ideas:

  • Some mechanics, which cost trait points, should be defined as base class mechanic. That could be elemental attunement or all the 15 point on-attunement spells.
  • Get rid of the 5 point traits and lingering elements. This is not a loss, because a dev confirmed that the “while in X attunement” traits will never work with lingering elements – except the 5 point traits. Soothing Mist could make a comeback as the 25 trait in water.
  • Make minor traits useful. One reason why the water line is so popular is that it offers 6 good traits for 30 points – as opposted to 3 or 4 in other lines.

Now imagine the build possibilities with the following minor traits:

  • Sunspot, Electric Discharge, Earthen Blast and Healing Ripple become part of the class mechanic
  • 5pt minors: Gain <element> aura for 2s (fire: 5s). Arcane Fury stays as it is.
  • 15pt minors: Reduce the recharge of <element> weapon skills by 20%. Arcane: Elemental attunement.
  • 25pt minors: Keep then as they are exept for water (Soothing Mist) and Arcane (Bountyful Power, Arcane is the boon duration tree anyway)
I can’t wait until ANet releases the game promoted in the manifesto.
Until that, I’ll play GW2.

(edited by pmnt.4067)