Elementalist Attunement and Traits Revamp idea’:
The elementalist attunement, traits changes:
First of the basic mechanic of the elementalist:
Attunement swapping. While I don’t see this going away I have placed my changes around the attunement and made them into a usage in the same way as other classes have it instead of simply just being a “weapon swap”, i have also tried to avoid the forced “Spam swapping” which is only to get the boons, futhermore i have looked through all traits and made adjustments to some of them to make each and every one of them “attractive” and/or “useful”.
i am open to other suggestions on my idea’s so dont hold back if you got some great thoughts. on the other hand if your just here to scream stupidly without taking some time to think about the ramifications of these changes then don’t comment (but who are we kidding if thats the case you properly didnt even read this -.-)
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Attunement swapping will have a cd of 5 seconds and cannot be reduced:
Using an attunement twice in a row will trigger a skill based on the attunement and at the same time trigger a global attunement cd of 15 seconds to all attunements (meaning 15 second you can’t swap to any other attunement)
So if you click/use the attunement you are already in then you will activate the ability of that attunement and 15 sec cd on all attunements.
we will call this “Overcast” (name taken from the overcast function in gw1)
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Overcast Effects:
Fire 0,5 sec cast time: targetable on ground: will trigger an aoe fire rain which causes moderated dps in an large aoe , last for 5 seconds (ticks dmg each 0,5sec.)
Water, 0,5 sec cast time: targetable on ground: causes an aoe heal which heals a single time for high amount.
Lightning, instant cast time/channel: a single target nuke, blast a big lightning 3seconds channel from the elementalist to the target, does Heavy single target dmg(ticks each 0,5 second).
Earth 1/3 second cast time: Creates a bobble with 300 range from elementalist that knocks back all enemies within the 300. Knockback knocks enemies 300 back.
The bobble then absorb up to 10.000 dmg (25.000 in pve) or last for up to 5 seconds. Enemies can’t enter the bobble (collision and can’t get stuck inside it)
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same of the traits from arcana have an extra effect which is added to these when used. look at the bottom for these.
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Feats: due to these changes on the attunement any attunement switching feats will need to be redone, other feats which I felt needed changes I have included as well:
Starting with arcana’s secondary boost “attunement recharge decrease” will now be a decrease to the recharge time of the Activation of the attunement ability instead. (this should stop the forcing of arcana points and actually give possibilities for new focus’s)
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Fire Traits :
XII (pyromancer’s puissance); last for 15 seconds instead of 10.
X (one with fire); 20 seconds cd. Your next burn effect causes double dmg.
IX (fire’s embrace); when activating a signet you gain fire shield for 10 seconds
VIII (conjurer); conjured weapons got unlimited charges and does 10% more dmg.
VII (pyromancer’s alacrity); all staff skills have their cd reduced by 20%
V (burning precision); 75% chance to cause burning for 3 seconds on crits, this can maximum apply the effect once per skill use. (channel skill will add maximum 1 apply of burning per channel)
IV (spell slinger); when using a cantrip gain 3 stack of might for 30 seconds
III (Ember’s might) each applying of burning gives 1 stack of might for 10 seconds.
II (burning fire) the listed skills inflict 4 second of burning on the targeted enemy.
I (lava tomb) createds a lava font when downed on top of you, stay’s until dead or revived. Deals 33% more dmg while downed
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Air Traits :
XII (fresh air): 25% chance on crits that Overcast cd is reset. 15 seconds cd (will only proc the cd when Overcast have been used and therefore is on cd).
XI (tempest defense) same effect it got now but 45sec cd. but 20% more dmg to any target which is CC’ed, cripple, immobilized, stunned, knockdown, daze, feared, float or sink.
X (air training) all direct spells does 15% more dmg to targeted enemy.
IX (aeromancer’s alacrity) all dagger skills have their CD reduced by 20%
VIII (inscription) grant a boon depending on your attunement when using a glyph: fire 4stacks of might 10seconds, air 20 seconds of swiftness, water 20 seconds of regen, earth 5 seconds of protection.
VIII (arcane lightning) fires a “lightning strike” (scepter skill) when using an arcane skill.
VI (bolt to the heart) deals 20% more dmg to targets over 70% health.
V (soothing winds) gain 40 extra precision for each signet equipped.
IV (one with air) move 25% faster while attuned to air.
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(edited by Erebus.7568)