This season’s been pretty well balanced. Stale, but balanced. Well except for ele, but duh.
Here’s a summary of what I feel needs a fine tuning (outside elite specs)
Elementalist
I don’t play ele but there needs to be some love here. I also really don’t want the resurrection of the bunker tempest. Here’s some ideas:
- Signet of Restoration: increase healing on skill activation
- Ring of Fire: Increase pass through burning duration to 4s.
- Lava font: reduce cd back to 6s
- Weapon Skill reduction traits: revert back to 33%
- put Latent Stamina in arcane. put Arcane Resurrection in tempest. These two are all mixed up. Arcane isn’t the auracentric support line, and Tempest isn’t the dodge focused attunement line…
- Just don’t rebuff Elemental Bastion, anything else is fine by me.
Engineer
Engi needs both a hit and some love I feel. It’s a weird one. It’s main issue is that it’s capable of resing/stomping very well, provides reflects very reliably, and can passively manage cc very easily while dishing it out just as easily.
- Slick Shoes: Allow to hit players multiple times, but with a 1s icd. Not a pure trap like before but not useless like now.
- Electro-whirl: No longer reflects projectiles, instead just blocks them. Increase damage by 10-20%
- Defense Field: should have a cast time.
- Gyro self destructions: should scale with the engi’s stats.
- Perfectly Weighted: increase icd to 15s, but provides 2 stacks.
- Final Salvo: add a small ICD (like 5s) to prevent rapid reapplication of stability.
- Function Gyro: this thing’s the main thing making scrapper strong. Reducing its health would be the easiest fix I can see.
- Move Shrapnel to Firearms, move Skilled Marksman to Explosives GM and change it’s functionality to give explosive functionality to the rifle.
Guardian
Okay, but somethings can be worked on
- Symbol of blades: should deal 10% less dmg
- Whirling Wrath: should deal 10-15% more damage
- Fragments of Faith: reduce the number of stacks of stability to one.
- Purification: lower healing from the trap
- Piercing Light: shouldn’t daze. It should blind.
- Radiant Retaliation: should be anything other than what it is.
Mesmer
Mostly fine.
- Well of Precognition: change function to giving an Unblockable buff at the end rather than 30 endurance. Something like its original function.
- Continuum Split: should not work with elite skills, especially when elite skills already have longer cool downs than the split.
- Restorative Mantras: merge with Harmonious Mantras.
- Phantasmal Fury: move to insperation to take the spot of Restorative Mantras
- Add new trait to dueling (Adept): remove condition on critical hit (5s icd minimum)
- Time Catches Up: Give swiftness not superspeed
Necromancer
It’s in a pretty good place I find. Just not perfect.
- Gravedigger: lower cooldown to 6s. Lower cast time to 1s
- Death Spiral: lower cast time to 3/4s
- Grasping Darkness: reduce cast time to 1/2s
- Should be a GM trait in Blood Magic (Unholy Martyr isn’t needed) that grants health/shroud when you corrupt a boon.
- Chilling Victory: either give might or shroud
Ranger
I’m bias against rangers or more precisely druids. Ancient seeds bewilderingly powerful.
- Solar Beam: lower the damage by 15%. It should not be as strong as a full range Long Range Shot.
- Astral Wisp: increase damage and healing. Allow casting on allies.
- Smoke Assault: create a max range of 2000
- Glyph of Unity: double the damage it deals.
- Druidic Clarity: reduce to only remove 5 conditions
- Natural Stride: reduce to only 25% movement increase
- Celestial Shadow: should only apply to the druid/pet.
- Ancient Seeds: should have a longer cooldown to match Entangle.
Revenant
Mostly good.
- Unrelenting Assault: Add a max range of 2000.
- Surge of the Mists: should only remove one stack of stability.
- Debilitating Slam: Reduce cost to 10 energy.
- Enchanted Daggers: Should be unblockable
- Elemental Blast: Reduce damage by 10%
- Enhanced Bulwark: reduce stability duration to match unwavering avoidance
Thief
There’s too much wrong here for me to touch on. Here’s the basics:
- Hide in Shadows: lower cd to 25s
- Withdraw: lower cd to 15s
- Skelk Venom: lower cd to 30s.
- Channeled Vigor: increase cdto 25s
- Signet of Agility: dodge spamming
- Distracting Daggers: double the projectile speed
- Mug: should be made baseline
- Preparedness: needs to be made baseline
- Unhindered Combatant: needs a complete overhaul, it’s way stronger than the other two.
Warrior
Adrenal health was nerfed but that wasn’t the problem.
- Adrenal Health: increase healing
- Versatile Power and Smash Brawler should not stack
- Cleansing Ire should only remove one condition on Primal Bursts, and remove 3 on activation (to match the adrenaline spent)
revenant – Hoogles Von Boogles
Mesmer – hoogelz