With all the named documents and named threads hanging around the pvp forum in the last weeks I’d thought I’d chime in with my own.
Elementalists have a few high-tier “must-have” traits, and a lot of mediocre, bad or just extremely situational traits that don’t get used much. The same is true for utilities. Cantrips find heavy use in pvp, lightning hammer rules pve, but other conjures, signets and glyphs tend to be sidelined.
Goal of this thought experiment was to make cantrips a bit more interesting now that they lost stunbreaks and mistform healing, bring the other utilities up to cantrip level, and upen up more new build options through new traits. Also do away with passive traits like diamond skin and give eles more options for combo fields to leverage (though water fields are still staff exclusive). Last but not least the arcane skills were changed completely, doing away with the cheap instant burst that is a) not good for the game and b) probably holding ele balance changes back.
Don’t become fixated on the exact numbers, they are more or less placeholders.
This is not the greatest post in the world, no, this is just a tribute.
SKILLS:
Armor of Earth:
- Cooldown reduced to 60 seconds
- Duration reduced to 4 seconds
Mistform:
- Cooldown reduced to 50 seconds
- Removes crippled, chilled and immobilized when cast
- Duration reduced to 2.5 seconds
Cleansing Fire:
- Reworked
- Burn your open wounds and extinguish the flames, curing all conditions and leaving behind a smoke field for 2 seconds that blinds enemies
- No longer burns foes
- Cooldown increased to 45 seconds
- Casttime increased to 0.5 seconds
Lightning Flash:
- Range increased to 1200
Arcane Shield:
- Cooldown reduced to 50 seconds
- Does not automatically crit anymore
- Now a blast finisher when it explodes
Arcane Blast:
- Damage slightly reduced
- Does not automatically crit anymore
- Cooldown increased to 25 seconds
- Range reduced to 1200
- Does damage and causes different conditions depending on the attunement it was cast in:
- Fire: Burning, Water: Torment, Air: Weakness, Earth: Immobilize
Arcane Wave:
- Does not automatically crit anymore
- Cooldown increased to 40 seconds
- Casttime increased to 0.5 seconds
- Range increased to 1200
- Does damage in the target area and leaves behind a combo field for 4 seconds, depending on the attunement it was cast in:
- Fire: Fire field, Water: Ice field, Air: Lightning field, Earth: Smoke field
- No longer a blast finisher
Arcane Power:
- Reworked
- Empowers your current attunement, granting you a different boon depending on the attunement it was cast in:
- Fire: Fury, Water: Retaliation, Air: Vigor, Earth: Aegis
- Cooldown still 45 seconds
*Whirlwind: *
- Removed
- Replaced by Signet of the Elements
Signet of the Elements
- Replaces Whirlwind as a new elite skill
- Signet Passive: Increases boon duration by 20%
- Signet Active: Inflict burning, torment, weakness and bleeding on your foe
- Range: 1200
- 1.25 seconds casttime
- 60 seconds cooldown
Signet of Restoration
- Increased passive healing per cast to 310
- Increased active heal to 4300
Signet of Water
- Active now causes torment instead of chill
Glyph of Storms:
- Cooldown reduced to 45 seconds
- Range increased to 1200
- Firestorm now causes burning, Icestorm chills, Lightningstorm blinds, Earthstorm bleeds
*Glyph of Elemental Harmony: *
- Increased base healing to 5100
Glyph of Elemental Power:
- Reworked
- Grants you an aura depending on the attunement it was cast in:
- Fire: Fire aura, Water: Frost aura, Air: Shocking aura, Earth: Magnetic aura
- Instant cast
- Cooldown reduced to 35 seconds
- Breaks stuns
Glyph of Renewal:
- Cooldown reduced to 135 seconds
Glyph of Lesser Elementals:
- Cooldown reduced to 30 seconds
Glyph of Elementals:
- Cooldown reduced to 90 seconds