[Traits]Staff elemental "Evolution"

[Traits]Staff elemental "Evolution"

in PvP

Posted by: Fortus.6175

Fortus.6175

Before I begin, I want to comment that my knowledge is heavily based upon Staff, therefore the changes Im about to propose are 100% staff related, 0% everything else. Though Im sure someone can find a way to improve the other weapons (focus…sigh) I want to focus on the DPS and Support aspect of Staff.

Another comment, keep in mind that this is about the 5, 15 and 25 points on each tree and how we can make each elementalist feel “specialized” in the element(s) they so choose, the description for each would say something along the lines:

1#1 -Element- spells are improved, tier: I, II, III (for 5,15,25 respectively)

Why? Because right now I feel that staff needs something, and because I believe many traits cut too much into people builds, I want to build my elementalist and feel Im a “Fire” elementalist, or a “Water” elementalist, or a “Hybrid Arcane/Earth” elementalist.

Final warning, some of these changes might need adjustments, but overall I think they would bring what staff and traits for ele so desperately need. Btw, Arcane VIII Blasting staff IS deleted and included for staff as baseline radius.
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FIRE

  1. T1: Increase radius of AoE by 5%, damage by 5%
    fire #3 Damage coefficient on arcane spell level, always crit.
  1. T2 Increase radius of AoE by 5%, damage by 5% (additive to previous)
    fire #2 first tick doubles in damage, 20% increase damage.
    fire #3 removes 3 boons on enemy cast and those affected in the radius (a must!)
    fire #4 Breaks roots and CD lowered by 20%
    fire #5 Increased damage 10%
  1. T3 Increase radius of AoE by 10%, damage by 10%(additive to previous, everything below adds to T2)
    fire #2 Duration extended 1 second, first tick is instant (no casting time). 20% Increased damage
    fire #3 Knocks back intended target away from caster, nearby targets are blasted away from primary target
    fire #4 Breaks stuns, CD lowered 10% further
    fire #5 Meteors Knockdown(stun) targets for 1 sec, increased damage 10%

WATER

  1. T1: Increase AoE radius by 5%, healing by 10%
  1. T2: Increase AoE radius by 5%, healing by 10%
    water #1 chills for 1 sec on enemy cast.
    water #2 “detonation” time lowered in half
    water #5 increased healing
  1. T3: Increase AoE radius by 10%, healing by 20%
    water #4 Instant cast, after 1 second, targets standing on it become encase in a block of ice for 3 seconds. Cant be broken with stunbreaker, if they take more than 1/3 their hp it breaks, enemy damage(cant crit) breaks the block too.
    water #5 Gains an active, strong healing, like water #3.

WIND

  1. T1: Increase AoE radius 5%, critical damage 5%
  1. T2: Increase AoE radius 5%, critical damage 5%
    Air #1 4 bounces, faster
    Air #2 25% increased damage
    Air #3 PBAoE 600 radius knockback, 3/4 casting time, CD 30 secs
    Air #4 Breaks stuns, 1 second invulnerability, CD 40 secs
  1. T3, Increase AoE radius 10%, critical damage 10%
    Air #1 5 Bounces, faster
    Air #2 25% increase damage
    Air #3 PBAoE 900 radius knockback, 1/2 casting time, CD 20 secs
    Air #4 5 seconds stealth, 1 extra second invulnerability, CD 30 secs

EARTH

  1. T1: Increase AoE radius 5%, condition damage(or duration) 5%
  1. T2: Increase AoE radius 5%, condition damage (or duration) 5%
    Earth #1 Chance for bleed or torment
    Earth #2 Option to double tap skill to detonate earlier
    Earth #3 2 extra second deflect
    Earth #4 Applies torment (3 stacks)
  1. T3: Increase AoE radius 10%, condition damage (or duration) 10%
    Earth #3 4 seconds of invulnerability (poor focus)
    Earth #4 Applies a 2 seconds root first time an enemy goes through.

ARCANE

Run out of ideas, maybe something along the lines of

t2 or maybe t3 provide a 3 second aura with NO CD everytime you attune in an element.

Though this might seem highly OP, I remind you we have limited amount of trait points and you would only have 2 maxed out of none, depending on your likings, so its impossible to have all this on all the elements. It will make support staff do wll, CC staff do well, and AoE or single target DPS staff do well, while not getting to enjoy the other things from the other elements.

Arcane projectile x2 fast, targets under 66% hp 25% increase damage, <33% 50% damage.
Thoughts, improvements?

[GoM] Gate of Madness Server Elementalist|Guardian
Legendary SoloQ

[Traits]Staff elemental "Evolution"

in PvP

Posted by: Fortus.6175

Fortus.6175

This would NOT replace the current traits, only add another layer. Also Im all in for attunement switching, so I dont plant to have this to make only one element the “main”, just want to emphasize an element above the others. Just want to remind everyone that while if the ele were to have all this at the same time, I agree it would be op, but we DO have limited amount of skills points and can only get one OR the other. This would bring us more in par with guardians and mesmers who can completely change their playstyle based on traits and equipments, whereas eles dont change that much regardless of what you pick, really.

[GoM] Gate of Madness Server Elementalist|Guardian
Legendary SoloQ

(edited by Fortus.6175)

[Traits]Staff elemental "Evolution"

in PvP

Posted by: Rerroll.9083

Rerroll.9083

Staff will never be fixed

Up Rerroll

[Traits]Staff elemental "Evolution"

in PvP

Posted by: Arheundel.6451

Arheundel.6451

They stated already that not all weapon sets can be viable in PvP, ele staff is one of them, you should just give up on staff and move on

[Traits]Staff elemental "Evolution"

in PvP

Posted by: Atherakhia.4086

Atherakhia.4086

They stated already that not all weapon sets can be viable in PvP, ele staff is one of them, you should just give up on staff and move on

Stakitten for Elementalists.
Bows for Rangers.
Swords for Warriors.
Shields for Guardians.

You know the iconic weapons for these classes… don’t expect them to work and you should be happy about it!

Just like bows for rangers, staff just needs a little burst to help put pressure down. Doesn’t need to be the focus of the weapon, but some burst wouldn’t hurt.

[Traits]Staff elemental "Evolution"

in PvP

Posted by: Fortus.6175

Fortus.6175

They stated already that not all weapon sets can be viable in PvP, ele staff is one of them, you should just give up on staff and move on

Staves for Elementalists.
Bows for Rangers.
Swords for Warriors.
Shields for Guardians.

You know the iconic weapons for these classes… don’t expect them to work and you should be happy about it!

Just like bows for rangers, staff just needs a little burst to help put pressure down. Doesn’t need to be the focus of the weapon, but some burst wouldn’t hurt.

+1

Pretty much, I keep repeating this, but iconic weapons draw newer players and keep old players who like them, if you deny them that then you will fail at PvP as an esport.

I want to play staff, I cant imagine Gandalf running at the orks with D/D. I want to play sword/shield guardian, but focus (a wood weapon) does better job at this..

Im giving suggestions on how to fix this, right now staff is REALLY underwhelming, I want it working. Even if people keep telling me to move on, Im going to keep making myself get heard until it gets fixed

[GoM] Gate of Madness Server Elementalist|Guardian
Legendary SoloQ