(edited by Kulvar.1239)
Bag full of ideas
STAFF – WATER
Water Blast, if no allies are healed, the spell do 100% more damages
Ice Spike, the spell is now a Combo Finisher : Blast
STAFF – AIR
Gust, the spell knockback 400 units away all foes around 240 units of the caster
these would be enough
burning meteor shower make sense, but it is not essential.
I’ll add that:
Teleport: stun/interrupt all players in teleport landing location
stun will be really nice, but blind would be good too
By the time I finish to cast it, foes already leave the area. It’s why I would love to see a little global burning at the beginning.
I d love to see change on Lightning Surge, Gust, Eruption and Ice Spike to be more reliable and usefull
I would like to see the attunement cool down traits given something extra. Why is it other classes get cool down reduction AND for example stat increases?
Pyromancer’s Alacrity – 20% skill reduction and 250 Power
Aeromancer’s Alacrity – 20% Skill reduction and 250 Ferocity
Geomancer’s Alacrity – 20% skill reduction and 250 Condition Damage
Aquamancer’s Alacrity – 20% skill reduction and 250 Healing Power
I have gone with the 250 instead as you don’t spend as much time in the attunement and it having 10-13 second cool down.