Another look at how you could change the ele to easier get synergy and a more balanced state.
in Elementalist
Posted by: Erebus.7568
Another look at how you could change the ele to easier get synergy and a more balanced state.
i do feel attunement is such a handicap, since its 4 elements you either get 4 mediocratic weapons or 4 good once making it OP if every 1 attunement is as good as a weapon from another class, if they are worse it will be UP in an actual fighting situation due to the time limit in a fight pressuring your ability to work as effectively as the once the enemy use.
I really feel like the attunement doesn’t feel like the correct way to go for the ele and that’s why I was thinking of a complete change to this and I came up with a system that I think would be pretty nice and give a good flawer to the class. This is a first cast of the ability and got two idea’s not quite sure which one would fit the bes but I am leaning towards the last one nr 2..
First of remove attunements as it is now: then set in a system where you choose on the weapons when equipping them which element you wanna use “fire,earth,water,air” all your weapons and utility skills will know reflect the element you choose; (meaning every skill is actually 4 skills in it but only 1 can be used at any fight and all skills are “attunement” to the same element.)
The element choosen cannot be changed in combat.
The elementalist will now get the ability to Swop weapons; this would allow him to have either same weapon in 2 different attunements (2 staffs equipped one in fire one in water.) or two different weapons either in different elements or same element (double dagger fire, staff air or whatever you find for a good build on it)
The F1 ability:
Idea 1: The f1 special ability should be a setup of a mana pool type spell which gets depleted as you use it.
The way it should work is that when you use f1 it starts depleting this and will stop once you use f1 again.
Now as long as it is on It will add extra effects to all your abilities depending on the ability, this will be stated on the ability when hovering over them, the effect would be different and could be more then one, for example longer duration, more dmg, higher effects, more healing, extra effects like boons/condisions.
The rate of how fast it depletes the mana pool should be static and it would decrease with putting points into arcane allowing you to hold this buff state longer.
Mana would regen slowly when not used and there should be traits to allow it to regen faster when fighting or gain extra mp on dmg/kills.
Idea 2: this would be like a mana pool but this time it would start at 0 and would deplete to 0 with a constant rate when not activated; when activated it would increase in a static rate which could be increase by traits (+- the same as the first idea with this.), when activated your hp would starts to deplete in a static rate together with the mana pool increasing.
The higher the mp the more powerfull your spells and ability becomes more powerfull the higher your manapool goes up (meaning you would get increased duration, dmg, healing, etc. by a x% rate for y% manapool filled) when you have 100% mana your spells adds extra effects like condision/boons or extra effect like burning molten for 4 sec on the impact spot of each meteor from a meteor storm (these effects should be on all spells, weather it’s an extra increase in duration,dmg,etc or an entire new effect added to the ability).
This could add several effect to the ele while removing the biggest problem with him right now “the attunements which forces the 5 abilities effects to be split up on 20, making each one VERY weak in comparison and adding nothing positive when looking at the class in reality.. it looked very cool though, the idea at least, just won’t work much unless you wanna have it be weak at everything or be strong at everything and not just in specific skill setups.”
ps: all traits would have to change to compensate this new setup and it would be MUCH easier to have focused element builds