What will you nerf to make elite and core on par?
As the title says, lets discuss what can be done for that. I supose this one isnt the first thread of this kind, but i think it can help if the feedback its good.
Personally i main mesmer so thats the class i would make suggestions about (no point in suggesting what you dont know well enough imo):
Mesmer
- Continum Split (F5): elites cant be affected by this skill (no doble elite).
This skill its unlocked as a minor adept trait, but its more powerfull than any
grandmaster mayor trait on any of the mesmers trait lines. Also its not
compensated by a weaker chronomancer trait line, in fact the trait line its stronger
than any other mesmer traitline without continuum split.
The power of continum split comes from: return to health, stamina, conditions and
buffs ; plus it allow you to do doble bursts and use as much skills as apropiate in this
space of time, this includes elite.
It costs illusions to mantain it longer and the enemy can target the time rift or hit it
with aoe/cleave, however the convenience of doble burst, skills, reset and doble
elite make it way to strong.
I will put the power of the doble elite here between 30-50% of the skills power. And
the apropiate power that it requires as a minor adept trait needs to be comparable
as 15-20% its actual power, so nerfing it to 50-70% will not be enough, but its a start.
- Chronophantasma: Make it have a 5 secs inner cold down and only aplicate on one phantasm (the last in been casted).
Chrono phantasma has two main points: Phantoms can be shattered twice and they
can be forced to atack faster with a shatter , this timed properly can mean you have
an extra burst power or you can lure, with the first phantoms sets of atacks + the
shatter, the dodges and defense of your enemy to hit him with the phantoms.
Its usual counters are : destroying the phantoms before the shatter and after the
shatter when they are stunned or not yet connecting the atack (theres a very small
window for this so its mainly done with previusly casted aoe).
The end result between pros and contras its that even with the counter
chronophantasma its stronger than other grandmasters mayor trait contraparts in
any other trait line.
Making it have a 5 secs recharge rate make it more difficult to mantain too many
illusions and also it reduce the burst potential of the trait, since you will need to time
your phantoms separetly to make them use the trait always, this also reduce the
extra dps it generate.
- Echo of memory: Reduce the blocking time of echo of memory to 1 secs but mantain the dejavu one in 1.5 secs or 1.25 secs for echo of memory and 1.25 secs for Deja Vu. Aditionally make its cold down go to 32 secs as base.
This skill allow chronomancer to have a lot more capping potential and defensive
power, its usual counter its not to hit the mesmer when blocking so that he/she dont
get Deja Vu, dodging after the end of the block so that it not cast the phantom and
using unblockable skills.
However the extra defensive potential it have its too much, thats why reducing the
block duration at the start will make it more balanced. Deja Vu its okay because its a
punitive skill, the only time it can be questionable would be in case of AI, for this i
put the alternative to 1 and 1/4 secs for Echo of Memory and Deja Vu.
And since its not enough agregate a small prolongation in the cd.
This three are the main chronomancer points that make it way stronger than core mesmer imo.
- Well of eternity: Final heal reduced by 25% to allies.
Well of eternity has a good compensation of time and self heals rewarded
considering its casting time and cold down. However its risky because it needs you
to stay on the well to get the final heal, that can make you not mobile enough, burst
material, aoe material or just strategically knocked out of the well.
This its farily compensated with condition removal to you and allies. However it also
heals allies so its a litle stronger than other mesmers heals.