Q:
Hey guys, I’m Karsaib, ele playing on Desolation EU and as a LOT of people here, I’m pretty kitten regarding the current state of my class. You know the current state of ele, not gonna explain here. I’ll rather try in the following post to make a bunch of suggestions to make ele less mandatory, while giving it possibly different specs that would still be good at what they’re supposed to accomplish in a competitive format. It could also get another class a slot in teams currently using 2 eles.
I just wanna point out that given I’m not a balance developer or anything, the numbers I mention in the following post could sometimes seem very unbalance to you. These are just ideas to play with, and could be balanced completely differently than what I wrote here.
Evasive Arcana issue :
One big part is the way too good synergy between trait VI and XI in the arcane tree. I think Renewing Stamina (trait VI) and Elemental Surge (trait XII, currently way too weak for its cost) should be swapped, forcing to apply an energy sigil on one of their weapons for EA to be really profitable, thus putting an end to berzerker amulet abuses. To be clearer, Renewing Stamina would be trait XI and Evasive Arcana XII.
To some people, another part may be cantrips. Cantrips by themselves are good legit skills. Thing is, given current op ele specs (full bunker and berzerker bunker) use cantrips, people point them out as the problem, calling those eles “cantrips eles”. I don’t think they are actually the problem : A “cantrips ele” is mitigating tons of dmg by dodging for an incredible amount of time, with perma vigor or energy sigil, and thus healing while in water attunement. It’s not the fact that they use cantrips that makes them op. It’s just their ability to dodge for an absurd amount of time, which doesn’t come from cantrips themselves.
Signet of Restoration/soothing mist :
The other main issue in my opinion. By default, the passive effect of the signet heals for 250, 279 with Valkyrie and 352 with clerics, with no internal cooldown. Dodge rolling even applies TWO heals given the evasive arcana proc also triggers the passive effect no matter what attunement. By default, you get 1777+2*250+104 (soothing mist) = 2081hp just by dodgerolling in water. You’d get even 3 signet procs if you switch to water while dodging, for a total of 2631… An easy fix would be to give it an internal cooldown of 2 to 5 seconds, and make so that evasive arcana can’t trigger the passive effect.
As for Soothing Mist, a passive 5 point trait, it heals for 104 by default every second while in water, with a 9 second base duration, but constantly refreshes as long as you don’t leave the water attunement. I don’t know if it’s a real issue given the amount of heal and its frequency but toning it down a little bit along with other passive heals would surely make it harder for bunkers to constantly heal through almost anything, as well as figuring out if this specific trait is part of the issue.
Ride the Lightning fix :
Making it a 20 second cooldown while not touching anything else is pointless. One big, beneficial step would be to make it a 1 to 2 second cast, kind of like a charge up, with a very specific animation, being interruptable, before actually starting the skill. It should be possible to move while casting, but after the charge up is complete, ele couldn’t take any incoming damage or cc until it finishes (he would still take condi damage applied beforehand, thus being susceptible to die from them before the end of the skill). Its cooldown should also be increased to 30 seconds (or more), to make it less cookie cutter. Range shouldn’t be impacted.
This change would still allow dps/hybrid eles to have a very good mobility, while forcing them to think about when to ride the lightning a bit more, or even allow certain players to play focus without gimping their team. It should realistically be implemented in the very near future, given devs won’t most likely rework the focus (see below), thus still granting bunker eles the access to ride the lightning. If the cast time, nor the rework of focus aren’t implemented, RtL’s cooldown should be increased to 35 to 40 seconds at least…