(edited by BrokenGlass.9356)
Remove the attunement swap cooldown after overload.
Reduce the cast time of overload to 2sec channel.
Each overload causes an effect to the elements opposite attunement, for the duration of the overload cooldown, or untill the affected attunement is overloaded.
Overloading the “affected attunement” reduces the cooldown of the first overload by 5 sec.
Fire <overloads> Water gains [Boiling] water spells gain 1s burn while fire OL(overload) is on cd. Water fields become fire fields.
Air <overloads> Earth gains [Grounded] earth spells have a 33% chance on hit (not crit. We dont want to require precision) to cause a lightning strike… same effect as sigil of air.
Water <overloads> Air gains [Humid] pulses a 2 second regen and mobile water field at 240 range centered on the elementalist every 3 seconds while in air.
Earth <overloads> Fire gains [Tectonic] all spells cast in fire gain a 33% chance on hit to apply a 2s bleed. Blast finishers gain knockdown.
The idea here is to keep one from loosing everything by locking out one attunement. This not only allows functionality to persist beyond the overload, but gives one a reason beyond the overload itself to use it. Also, the buffs are circular, meaning that if one uses them efficiently it is possible to add them into a rotation. Also, because the cooldown reduction of “overloading an affected attunemet” is small, it isn’t nessecary to overload in order… though it can be used to get the element you need, back off cooldown sooner.
What does everyone think?
(edited by BrokenGlass.9356)
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