Greetings, all. It’s been a while, but I’m back. I’m having a lot of fun, and I feel like the Elementalist is almost where it needs to be. Nevertheless, I have a few ideas to contribute.
This thread is exactly what it says on the tin — a short wishlist regarding Elementalist skills. Feel free to agree, disagree, criticize, comment, flame, or otherwise discuss my ideas. Contributions will be added to this post via edit.
Forthwith the list!
Scepter:
- Dragon’s Tooth: Here, I actually have two wishes: the ability to manually target Dragon’s Tooth; and/or a 10-20% reduction in the delay prior to impact
- Shatterstone: I feel this ability could also use a 10-20% reduction in the delay prior to impact
- Water Trident: I would like to see this ability inflict Chilled, as well — on its own, the Scepter does not have any ability to Chill targets
- Rock Barrier (Hurl): I would like to see each rock hurled inflict 3 seconds of Crippled — on its own, the Scepter does not have any way to Cripple targets
Focus:
- Flame Wall: Though this ability functions primarily to generate combo effects, I wouldn’t mind seeing its damage increased somewhat and/or its cooldown reduced by 5 seconds
- Fire Shield: Most people seem to agree that this skill could use a buff; I feel its duration could be increased from 5 to 8 seconds, and the duration of Burning could be increased from 1 to 3 seconds; note that this would apply to Fire Auras applied from all sources (such as combo fields). If that is not sufficient, Fire Aura could also apply Vigor — although that could easily be added with a Tier 1 Fire trait.
- Freezing Gust: I feel it wouldn’t be too much of a problem to increase the Chilled duration of Freezing Gust from 3s to 5s; the addition of a small area-of-effect might justify its cooldown (which is significantly longer than that of Frozen Burst, which provides a similar effect at point-blank range).
- Comet: I think this ability could use a reduction in cooldown, from 25 to 20 seconds; a slight increase in area of effect could also work
Dagger:
- Fire Grab: I feel as though this ability could benefit from one of two things: a 5-second cooldown reduction; or a conditional method of reducing the ability’s cooldown
Staff:
- Magnetic Aura: Magnetic Aura seems a little… lackluster by comparison with Magnetic Wave; perhaps it should apply Stability for 3-5 seconds in addition to its current effects (note that this would also apply to Magnetic Auras from earth combo fields, if such existed — thanks, Ryld)
- Unsteady Ground (Courtesy of Navzar): Navzar feels this skill could use a cooldown reduction or a damage boost; though I agree on a slight cooldown reduction (on the order of 5 seconds or so), I would also consider the possibility of extending the Cripple duration from 2 seconds to 3-5 seconds. To me, Unsteady Ground is more an area-denial skill than a DPS skill — and a skill that simultaneously traps foes in an area AND does high DPS is potentially problematic.
Utility:
- Glyph of Elemental Power (WARNING: POSSIBLY OP): Now effects all attunements, instead of the attunement in which it was activated (so, after activating it, you can switch to Fire attunment for a chance to Burn things, Air attunement for a chance to cripple things, etc.). It might need to have its cooldown increased if this change is implemented.
- Glyph of Storms: This ability is wonderful, but I have two suggestions: allow Lightning Storm to apply Weakness for 5 seconds in a slightly larger area; and to slightly increase the area of effect and Chilled duration for Ice Storm
- Glyph of Lesser Elementals (courtesy of Kamui): No limited duration on the summon. Basically make them function like a Necromancer minion and keep them around until they die. In addition, have their special attack be what replaces the Glyph skill itself (Necro minions, Ranger spirits, and Guardian spirit weapons all get this) so that we can fire them on command instead of them being used randomly. Note: To implement this properly, the Elemental would need a “dismiss” command, so you could switch Elementals as necessary. Likewise, whether the Elite version of this glyph would function similarly would need to be discussed, owing to the possibility of having two permanent Elementals simultaneously. Finally, each Greater Elemental has three skills, so Kamui’s suggestion does not translate directly to the elite version of this skill. I like the spirit of the idea, which is why I included it here, but it might need a little work.
Discuss.
(edited by Gaius.2781)