Redesigned the Elementalist Traits

Redesigned the Elementalist Traits

in Suggestions

Posted by: Nova Stiker.8396

Nova Stiker.8396

I decided while waiting for the Halloween update to kill time and redesign every Elementalist trait to be fun. Plus, God kitten , it took me over 8 hours and 2,600 words later, finished.
It’s not going to be the most balanced traits but my goal was to make every trait fun, useful and interesting.


=======Fire Magic=======
=======
Adept
=======
Flame Barrier -> Flame Walk

Minor Trait-
Flame Walk: While attuned to fire, leave behind a trail of fire that will burn foes for 1 second.

Major Traits=======

  • Lava Tomb: Whenever you kill a foe while you are attuned to fire, create a Lava Font at its location (8 second cooldown.) If you are not attuned to fire when you kill a foe, gain might for 10 seconds.
  • Burning Fire: If you hit a burning foe with a skill that burns, the burning duration is reduced by 50% and create a Flamestrike damaging the foe. The Flamestrikes damage increases for each second of burning reduced. (Cooldown 5 seconds)
  • Ember’s Might: While attuned to fire, burn nearby foes whenever the Might Boon ends on you (Cooldown 5 seconds). If you are not attuned to fire, Might Boon duration is increased by 15%.

Spell Slinger -> Purity of Flames

  • Purity of Flames: When you attune to fire while suffering from a condition, lose one condition and gain a fire aura that lasts for one second plus an additional second for each unique condition you are suffering from.
  • Burning Precision: Gain 3% critical chance for each second you are attuned to fire. After you land a critical hit or change attunements, Burning precision critical chance resets. While not attuned to fire, gain Fury when you use a healing skill.
  • Internal Fire: While attuned to fire, create a lava font at your location when you are disabled. While not attuned to fire, using a Glyph or Arcane skill creates a flame burst at your location.

=======
Master
=======
Minor Trait-
Sunspot: Damage nearby foes when you attune to fire. If those nearby foes were burning, gain might for 10 seconds.

Major Traits=======

  • Pyromancer’s Alacrity: Fire skills recharge 20% faster. When you attune out of Fire, gain might for 10 seconds.
  • Conjurer: Summon a Lesser Fire Elemental at your location when you attune to fire. If you are not attuned to fire, the Lesser Fire Elemental disappears.
  • Fire’s Embrace: You and nearby allies gain a Fire Aura after using your healing utility skill. You are immune to burning while affected by Fire Aura.
  • One with Fire: If you hit a burning foe, heal a small amount. If you are not attuned to fire and burned, gain regeneration.
    =======
    Grandmaster
    =======
    Minor Trait-
    Burning Rage: Summon a Fire Storm at your location when disabled that lasts for 4 seconds. (120 second cooldown)

Major Traits=======

  • Persisting Flames -> Cometh the Power
    Cometh the Power: Elite skills gain the following effects-
    • If a Fire Elemental you summoned loses all health, it dies and creates a ring of fire, after 10 seconds the Fire Elemental is healed completely.
    • Tornado becomes Fire Tornado and foes in the area of the Fire Tornado are burned. Tornado casting time is reduced to 0. The damage you take while a Whirlpool is reduced by 33%.
    • If you drop the Fiery Greatsword. Instead of being destroyed, it will follow you and attack foes until it runs out of time or charges.
  • Pyromancer’s Puissance: When you attune to fire, lose all boons then gain all boons for 2 seconds.

(edited by Nova Stiker.8396)

Redesigned the Elementalist Traits

in Suggestions

Posted by: Nova Stiker.8396

Nova Stiker.8396


=======Air Magic:=======
=======
Adept
=======
Minor trait-

  • Zephyr’s Speed -> Lightning Walk
    Lightning Walk: While attuned to air, leave behind a trail of lightning charges that will inflict vulnerability to foes for 3 seconds.

Major traits=======

  • Zephyr’s Boon: If you are suffering from a condition when you swap out of air attunement, all nearby allies gain swiftness. While attuned to air, gain a random boon every 10 seconds.
  • Zephyr’s Focus: While attuned to air, you cannot be disabled while casting a glyph. While not attuned to air, gain retaliation for 2 seconds if you are interrupted while casting any skill.
  • Quick Glyphs: Glyphs recharge 20% faster. Each time you swap into air attunement, gain the following boons for 2 seconds for each glyph on recharge:
    1-Swiftness
    2-Fury
    3-Retaliation
    4-Protection
    5-Quickness
  • One with Air: Heal a small amount each time you hit with a critical hit while attuned to air. When you attune out of air, move 100% faster for 2 seconds.
  • Soothing Winds: Applying swiftness to yourself or allies also heals you a small amount.
  • Air Training: Windborne Speed, Swirling Winds and Ride the Lightning recharge and activate 50% faster.
    =======
    Master
    =======
    Minor Trait-
    Electric Discharge: Strike your target with a bolt of lightning while attuned to air. If that foe is suffering from vulnerability, gain swiftness for 10 seconds.

Major Traits=======

  • Arcane Lightning: While attuned to air, arcane skills gain the following effects:
    Arcane Wave: Is now ground targeting.
    Arcane Shield: Teleport to target location.
    Arcane Blast: Increases damage by 10%, now a blast finisher.
    Arcane Power: Applys vulnerability too.
    Arcane Brilliance: Gain swiftness for 7 seconds.
  • Inscription -> The Storm is here
    The Storm is here: While attuned to air, Glyph of Storms damage is decreased by 40% but can be cast two times before going into recharge. While not attuned to air, gain a random boon every 15 seconds minus 1 second for each unused Glyph.
  • Aeromancer’s Alacrity: Air Magic skills recharge 20% faster. If you are not attuned to air, move 5% faster for each attunement on recharge.
  • Bolt to the Heart: While not to air, gain a 60% chance to apply vulnerability each time you critically hit a foe. When you attune into air, if target foe has less than 7% health, the foe is hit with Bolt to the Heart which does more damage the more stacks of vulnerability target foe has (90 second recharge).
    Bolt to the Heart: Base Damage 100+250 more base damage for each stack of vulnerability.
    =======
    Grandmaster
    =======
    Minor trait-
    Weak Spot: While attuned to air, gain 10% critical chance, while not attuned to air, gain 5% critical damage.

Major traits=======

  • Tempest Defense -> Tempest Rampage
    Tempest Rampages: While attuned to air, summon two Lesser Air Elementals, they disappear if not attuned to air.
  • Fresh Air -> Cometh the Storm
    Cometh the Storm: When you drop the Lightning Hammer, instead of it being destroyed, it follows you and attacks foes. When the Lightning Hammer runs out of charges or time, it dies and creates a Lesser Air Elemental that lasts for 30 seconds.

(edited by Nova Stiker.8396)

Redesigned the Elementalist Traits

in Suggestions

Posted by: Nova Stiker.8396

Nova Stiker.8396


=======Earth Magic=======
=======
Adept
=======
Minor trait:
Stone Flesh -> Spike Walk
Spike Walk: While attuned to earth, leave behind a trail of earth spikes that will inflict bleeding to foes for 3 seconds.

Major traits=======

  • Obsidian Focus: Gain 2% condition duration equal to the number of unique boons and conditions on you.
  • Signet Mastery: Reduce the recharge of Signets by 20%, maintain the passive effects of signets when you activate them but their effectiveness is reduced by 50% when recharging.
  • Earth’s Embrace: When you use a healing skill, all nearby allies are healed 10% of the amount, then you gain protection for 1 second for each affected ally. If there were no nearby allies, Earth Attunement instantly recharges.
  • Serrated Stones: When you switch into earth attunement, your next earth skill applies 3 stacks of bleeding for 7 seconds. While you are not attuned to earth, bleed foes at the end of a dodge roll.
  • Elemental Shielding: When your health drops under 50% health, summon a Lesser Earth Elemental that lasts for 30 seconds. (60 second cooldown)
  • Stone Splinters: While attuned to Earth, gain a stack of Stone Splinter every second (max 10 stacks). While not attuned to earth, if you are hit in melee, bleed the attacker and lose one Stone Splinter stack.
    =======
    Master
    =======
    Minor trait-
    Earthen Blast: Damage and Cripple nearby foes when attuning to earth. If any of those foes were already crippled, gain 1 second of protection for each one.

Major traits=======

  • Strength of Stone: When you drop the Earth Shield, instead of it being destroyed. It will follow you, protecting allies while attacking enemies for 60 seconds or until it runs out of charges. If the Earth Shield uses all charges while you’re wielding it, create an earthquake at your location when it’s destroyed.
  • Rock Solid: Your summoned Elementals have Protection and Stability. Earth Elementals you summon have a Magnetic Aura.
  • Geomancer’s Freedom: Earth dagger skills use ground targeting.
  • Geomancer’s Alacrity: All your earth weapon skills recharge 20% faster. While not attuned to earth, gain 25 toughness for each attunement on recharge.
    =======
    Grandmaster
    =======
    Minor trait-
    Enduring Damage -> Strong Spot
    Strong Spot: While attuned to earth, gain 120 toughness. While not attuned to earth, gain 120 condition damage.

Major traits=======

  • Diamond Skin: When you attuned into earth, gain diamond skin for 10 seconds, the next 3 incoming condition durations are reduced by 50% then diamond skin ends. If Diamond Skin lasts it’s full duration, gain a magnetic shield for 4 seconds.
  • Written in Stone: When you use a Signet, all nearby allies gain it’s effects for 5 seconds. If there are no nearby allies, summon a Lesser Earth Elemental that lasts for 30 seconds instead. (60 second recharge)

(edited by Nova Stiker.8396)

Redesigned the Elementalist Traits

in Suggestions

Posted by: Nova Stiker.8396

Nova Stiker.8396


=======Water Magic=======
=======
Adept
=======
Minor trait-
Soothing Mist -> Water Walk
Water Walk: While attuned to water, leave behind a trail of water splotches that will heal you and allies that touch them.

Major traits=======

  • Aquamancer’s Alacrity: Water skills recharge 20% faster. Boon duration is increased by 5%.
  • Shard of Ice -> Watery Grave
    Watery Grave: While attuned to water, when you kill a foe, create a water geyser at the foes location (8 seconds cooldown). If you are not attuned to water, gain 1 second of regeneration instead.
  • Soothing Disruption -> Wrath of the Ocean
    Wrath of the Ocean: Water skills gain the following effects-
    Cleansing Wave: Damages foes and a blast finisher.
    Vapor Blade: Shoot 2 Vapor Blades instead of one.
    Water Trident: Knocks back foes.
    Frozen Ground: Damages foes inside the field.
    Comet: No casting time.
  • Piercing Shards: Water skill projectiles move 33% faster and cannot be blocked. All other projectiles you cast move 15% faster.
  • Cleansing Water: When you attune to water, cure a condition on yourself and nearby allies. While not attuned to water, increase the duration of Regeneration you apply by 10%.
  • Winters Embrace: Water projectiles bounce.
    =======
    Master
    =======
    Minor trait-
    Healing Ripple -> Arcane Abatement
    Arcane Abatement: Falling damage reduced by 50%, create a spell when you take falling damage, based on your attunement.

Major traits=======

  • Stop Drop and Roll -> Healing Ripple
    Water Ripple: Heal a small amount each time a boon ends on you.
  • Vital Striking -> Spirit of the Ice Bow
    Spirit of the Ice Bow: When you drop the ice bow, instead of being destroyed, it will follow you around and attack foes until it runs out of charges or time.
  • Soothing Wave -> Rushing Water
    Rushing Water: All water skills cast 25% faster. If you are below 25% health, all water skills cast 50% faster instead.
  • Cantrip Mastery: Cantrips recharge 20% faster. While attuned to Water, create a Frozen Burst when you use a Cantrip.
    =======
    Grandmaster
    =======
    Minor trait-
    Bountiful Power: When attuning to an element. You and nearby allies gain:
    • Fire: Might
    • Water: Regeneration
    • Air: Swiftness
    • Earth: Protection

Major traits=======

  • Cleansing Water -> Cometh the Blizzard
    When you use a healing skill, summon an Ice Storm at your location and target foes location that lasts for 5 seconds (Ice Storms damage by this trait is reduced by 40%).
  • Powerful Auras: Auras you gain also apply to nearby allies. (does not affect Auras applied to you)

(edited by Nova Stiker.8396)

Redesigned the Elementalist Traits

in Suggestions

Posted by: Nova Stiker.8396

Nova Stiker.8396


=======Arcana=======
=======
Adept
=======
Minor trait-
Arcane Fury: Grant yourself fury for 2 seconds on attunement.

Major traits=======

  • Arcane Mastery: Arcane Skills recharge 20% faster. You have 10% increased revive speed. When you revive an ally, you and the revived ally gain an aura based on your attunement.
  • Arcane Resurrection -> Master of Elemental Weapons
    Master of Elemental Weapons: Summoned weapons have 5 more charges. When you drop the Lava Axe, instead of it being destroyed, it follows you and attacks foes until it runs out of charges or time.
  • Arcane Retribution -> Arcane Empowerment
    Arcane Empowerment: When you use your healing skill, gain the following effect at your location based on your attunement-
    Fire: Create a Ring of Fire
    Water: Create a Water Geyser
    Air: Create a Windborne Speed
    Earth: Create a Ring of Earth
  • Elemental Attunement -> Adept Attunement
    Adept of Attuning: Gain a bonus when attuned to the elements.
    • Fire: 50 Power and 5% condition duration
    • Air: 50 Precision and 5% critical damage
    • Earth: 50 Condition Damage and 50 toughness
    • Water: 50 Healing Power and 5% boon duration
  • Renewing Stamina: When you swap attunements, gain 10 stamina.
    =======
    Master
    =======
    Minor trait-
    Lingering Elements: Fields you cast last 1 second longer.

Major traits=======

  • Vigorous Scepter -> Master of the Scepter
    Master of the Scepter: Area spells with the Scepter are larger.
  • Blasting Staff -> Master of the Staff
    Master of the Staff: Area spells with the staff are larger.
  • Windborne Dagger -> Master of the Dagger
    Master of the Dagger: Dagger skills cast 15% faster.

Arcane Energy -> Master of the Focus

  • Master of the Focus: Focus skills cast 25% faster.
    =======
    Grandmaster
    =======
    Minor trait-
    Arcane Precision -> Evasive Arcana
  • Evasive Arcana: Create an attunement-based spell at the end of your dodge.
    Fire: Flame Burst.
    Water: Cleansing Wave.
    Air: blinding Flash.
    Earth: Churning Earth.
    Each spell can be triggered once every 10 seconds.

Major traits=======

  • Evasive Arcana -> Great Power
    Great Elements: When you swap attunements, gain quickness. Ends after you use a skill.
  • Great Arcana: Arcane Skills gain the following effects.
    Arcane Wave – Heals nearby allies.
    Arcane Shield – Gain stability for 8 seconds.
    Arcane Blast – Bounces.
    Arcane Power – Gain quickness for 4 seconds.

(edited by Nova Stiker.8396)

Redesigned the Elementalist Traits

in Suggestions

Posted by: Zoid.2568

Zoid.2568

I read the Fire Magic and it sounds really good.
I like how the Fiery Greatsword becomes a sword which follows you and attacks and also the other two elite skills.

Great ideas.

Redesigned the Elementalist Traits

in Suggestions

Posted by: Merlin Dyfed Avalon.5046

Merlin Dyfed Avalon.5046

bump because the OP needs it

We are reading it dude !:D

54 infractions and counting because a moderator doesn’t understand a joke when he/she sees it.
E.A.D.

Redesigned the Elementalist Traits

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Posted by: Souss.8905

Souss.8905

UP ! That’s a freakin’ awesome thread . This post absolutely needs more views !

Leyon Brown/Don Corleyon-Cake Walk

Redesigned the Elementalist Traits

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Posted by: Nova Stiker.8396

Nova Stiker.8396

Bumping my own thread to hope that ArenaNet will see what a failure december 10th patch was.

The reason why Elementalists prefer Water and Arcana is not because they are overpowered but because all the other trait lines suck and offer nothing of good use. STILL.