There are a lot of broken things now, not just skills but core mechanics need fixing. But hey, why make a 20,000 word forum post on how to improve combat that no ArenaNet dev would read?
So here are my thoughts on hotfixing the meta.
Elementalist:
Elemental Bastion – Auras you apply heal allies. Apply a frost aura to yourself and nearby allies when struck while below the health threshold.
Healing: 778 -> 389 (50% reduction)
Scaling with Healing Power: 0.5 -> 1 (50% increase)
Invigorating Torrents – Auras you apply also grant regeneration and vigor. (5 seconds each)
Removed: Regeneration and Vigor.
Changed to: Auras you apply also grant 1 second of quickness.
Reasoning: Elemental Bastion will be slightly weaker on the Celestial Amulet (about 10% weaker) but also will stronger on other amulets, just aiming to be a slight nerf to the healing overall. Invigorating Torrents allowed elementalists and their teammates an infinite supply of regeneration and vigor. This gave Tempests significantly more defense outside of healing with each aura, instead of adding an internal cooldown to the infinite supply, it would be better to give the Tempest an alternative offensive tool. Overall Elementalists takes a decent dent into their sustain.
Scrapper:
Thunderclap: Ionize an area, bringing down the power of lightning to stun foes and damage them over its duration.
Changed: Stun -> Daze
Range: 1,200 -> 900
Recharge: 24 seconds -> 30 seconds
Rocket Charge: Dash forward with a rocket-charged hammer to damage enemies.
Recharge: 10 seconds -> 12 seconds
Equalizing Blow (3rd hammer auto-chain): Bring down your hammer on your foe.
Removed: Might, Vulnerability.
Casting time: 1/2 second -> 1 second
Added: Now a Blast Finisher.
Rapid Regeneration – Rapidly regenerate health while affected by swiftness or superspeed.
Healing from Swiftness: 105 -> 53 (50% reduction)
Healing from Super Speed: Superspeed: 470 – 235 (50% reduction)
Healing scaling from Swiftness: 0.04 -> 0.08 (100% increase)
Healing scaling from Super Speed: 0.16 -> 0.25 (56.25% increase)
Adaptive Armor: Gain stacking toughness when struck. Reduce incoming condition damage.
Scaling changed when struck: Gain 3% to your current toughness each stack.
Scaling changed when struck: Incoming condition damage reduced by 3% each stack.
Max stacks is still 5.
Impact Savant: The duration of your outgoing stuns and dazes are increased, and the duration of stuns and dazes applied to you are decreased.
Changed to: When you interrupt a foe, gain quickness. (2 seconds of quickness, 5 second cooldown)
Reason: The extra strong crowd control from Thunderclap with the sustain from traits made scrapper much tankier than it should be. With the same idea in mind, the scrapper must invest more into Healing Power to get a better sustaining result. The change to Impact Savant and Thunderclap also reflects as a reduction to sustain.
Whoa, I’m stopping right here. I doubt ArenaNet would even consider anything I’m saying let alone even read it. I gotta stop wasting my time…
(edited by Nova Stiker.8396)