Even though I say that, I actually only take a look at the “flaw” on the design ideas in my mind by the way of my most played weapon which is scepter as elementalist, I think pretty much all of the weapons/classes could use similar “improvements”, but as I know only elementalist well enough I’ll only discuss that.
Please leave comments on what you think.
Air: This attunement was the biggest disappointment for me as an old GW1 player. #1 is supposed to be a “I’m doing a lot of dmg to you and I’m here if you need me” type of spell, and the dmg ramp up is there so you could avoid the bigger parts of the damage by los or dodge.
Only thing is, the damage is barely nice at the end and the cast time is so “fast” that you can’t be expected to be lossing every 4seconds. #2 shouts filler and #3 is just a blind.
So what was supposed to be “superior single target damage attunement” is just “press #2 and run around doing a bit of dps", sure the single target dps is best after cooldowns, but its very, very boring (and not even that much better than water #1).
My fix: Just took the “perfect” system from GW1 and modified it for GW2, not a bad thing imo, if it works.
Elemental Attunement 25% armor pierce for weaponskills.
- 1sec cast, fast projectile, ½second cd and high base dmg, lowered damage scaling.
- ½sec cast, nonprojectile, very high base damage, 5stacks of vulnerability for 4-6seconds and 3-4second cd, lowered damage scaling.
- instant cast, nonprojectile, very high base damage, 20second cooldown, blind, lowered damage scaling.
What this would change:
With high base damages and lower dmg scaling both cond and power specs could use this attunement for direct damage, cond would get less out of it, but still get somewhat reasonable numbers.
You would get 3 options in air, #1,#2,#3 for very nice burst that all land nearly at the same time, very hard to predict, but once used your dps would be low.
#1, #2, #1, #3, #1, #2, #1 for more sustained bursty dps, easier to read because after first bolt you could try to strafe the next 3 thus evading lot of the damage.
Cond spec could use air for stacking vulnerability, less noticable with current trait system because you could also be running power spec with 30fire and get +30% duration.
Fire: Its fairly well made attunement and I would only change #1 because currently its there only for burn debuff if you need one for firegrab.
My fix: Elemental Attunement 20% range and aoe for weaponskills (base values lowered to compensate).
- 1sec cast, ground target, 300-400 aoe, 1sec burn, -50% of the dps of air #1+#2 spam single target, possibly 3-4target cap to prevent being overly powerful vs large stacks.
- Ground targetable and fast enough that a target caught in the middle would need either a dodge, swiftness, extremely fast reactions or been moving while casted to evade.
- Maybe slightly faster travel.
What this would change:
Fire would be truly an aoe attunement, you could still use DT+phoenix for single target burst, but unless you have 2+ targets you would be doing less dps than in air and superior if there was 3, even after using DT and phoenix, you might want to stay if there was 3+ targets in a clump, like minion necros, mesmers or just stacking melee at a point.
Water: First two spells seem a bit strange, why would you want vulnerability in your defensive attunement and why doesn’t #1 have any kind of defensive utility?
My fix: Elemental Attunement, 10-20% of damage dealt by weaponskills heals you, obviously necro stuff but I could not make up anything better that would synergy nicely with Lingering Elements.
- each projectile would put 1seconds of weaken.
- 6sec cd, instead of vulnerability would inflict 2-3second chill.
What this would change:
Power builds would get decent passive healing and some kiting ability/control support and single target weaken until swapped out of attunement (low duration).
Condition builds would get higher duration for weaken that would still be useful after swapping away and longer uptime for chill, again not so good with current traits.
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