Celestial Amulet removal [fix]

Celestial Amulet removal [fix]

in Elementalist

Posted by: Yashuoa.9527

Yashuoa.9527

Hybrid.
Ele are a hybrid design (condi dmg, power dmg and support).
We also need defensive stats due to having low base defences.

Unlike most other classes, we dont specialise in a certain field (condi or power).
Most spells in fire attunement are a mix of condi and power.
Earth is mostly condi.
Air is power.
Water is power and support.
Even our overloads are a mix like this.
So specialising in either power or condi wont really work well, due to the hybrid nature of the elementalist.

As dps ele you kinda need an amulet with:
Condi, power, precision toughness and ferocity.
Which we cant get anymore due to Celestial amulet going away.

Possible solution:

DPS Ele

Stats from a specialistiation.
Gain descent amount of of a certain stat from for example Air specialisation.
For example precision and ferocity, up to the point of not needing those stats on an amulet. Can split stuff for pvp and pve if its too strong in the latter.
Like for example those stats being gained when hitting a player, rather than pve mob.

Now we can use:
Mercenary’s Amulet
1050 Power
1050 Condition
560 Toughness
560 Vitality

There we go, dps ele stats covered fixed without having celestial amulet.

Bunker support aura share ele.
Bunker support aura share ele can go with this amulet too, but wont have access to the precision and ferocity from air spec (that is maybe kinda okay, because its a bunker support), because they will go for earth, water and tempest.

Other combination
Some other fitting combination of stats gained from for example air specialisation is fair too.
So that we need less different stats from an amulet, to give a dps ele the required stats he needs, without making bunker support aura share ele to strong.


What do you think of these suggestions?

(edited by Yashuoa.9527)

Celestial Amulet removal [fix]

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Posted by: Yashuoa.9527

Yashuoa.9527

Anyone?

Please dont be scared by the post being semi wall of text.
Its well structured and readable.
It looks longer than it is.

(edited by Yashuoa.9527)

Celestial Amulet removal [fix]

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Posted by: Tomiyou.3790

Tomiyou.3790

I don’t think Anet is willing to give Ele stats in the specializations or will ever make a mechanic for it either. It is a very good idea, but one problem I see is having more power than ever. For instance: you use marauder amulet and have 2,2k power and then use fire traitline and suddenly you have 2,7k permanent power which is incredibly strong.

Celestial Amulet removal [fix]

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Posted by: Swiftwynd.1685

Swiftwynd.1685

I don’t think Anet is willing to give Ele stats in the specializations or will ever make a mechanic for it either. It is a very good idea, but one problem I see is having more power than ever. For instance: you use marauder amulet and have 2,2k power and then use fire traitline and suddenly you have 2,7k permanent power which is incredibly strong.

There is an existing precedent with Scrapper traits and with Guardian’s 300 Vitaility trait. Traits can, and in my opinion should, be a great way to look at adjusting base stats on professions.

I think the trick will be to have them tied to less used traits with “stacking” passives that fall off if you’re not in the attunement.

For example, I have a suggestion to add “potentially” 500 Healing Power while attuned to Water, BUT you have to use the Piercing Shards trait and consistently apply Vulnerability while Attuned to Water.

They could easily do things with other Traits:

Power Overwhelming (replaces Pyromancer’s Puissance as Grandmaster)
Gain condition damage based on your Power. Gain 30 Power and 30 Condition damage each time you Burn a foe or use an ability while attuned to Fire (8s, Max 10).

This could grant 300 Power/Condition damage that stacks on top of existing Might stacks, making this trait now a competitive option for non-staff builds, and also converts Power into Condition damage.

Strength of Stone (consider making this a Grandmaster and moving Stoneheart to Master)

Gain condition damage based on your toughness. Gain 30 Condition Damage and 30 Toughness each time you Bleed a foe or are attacked by a foe while in Earth (8s, Max 10).

Soothing Power (Grandmaster)
Gain Healing Power based on your Toughness. Gain 30 Healing Power and 30 Toughness each time you Heal an ally or Remove a condition while attuned to Water (8s, Max 10).

Ferocious Winds (Grand Master, switching places with Bolt to the Heart)
Gain Ferocity based on your Precision. Gain 30 Precision and 30 Ferocity each time you Critically hit or apply Blind or Vulnerability while attuned to Air (8s, Max 10).

Ferocious Winds as a GM would be interesting, since it would:

Allow Bolt to the Heart to be taken with Fresh Air builds again, as well as allowing for Bolt to the Heart, Aeromancer’s Training, and the new Ferocious Winds to be taken together for raw damage builds who wish to stick in air more so than rapidly swap back and forth with Fresh Air.

Celestial Amulet removal [fix]

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Posted by: Henrik.7560

Henrik.7560

Ele needs healing power to sustain properly otherwise it’ll be worn down.

Arcane Bastion [AB]
Elementalist Mesmer Ranger
Sea of Sorrows

Celestial Amulet removal [fix]

in Elementalist

Posted by: Yashuoa.9527

Yashuoa.9527

I don’t think Anet is willing to give Ele stats in the specializations or will ever make a mechanic for it either. It is a very good idea, but one problem I see is having more power than ever. For instance: you use marauder amulet and have 2,2k power and then use fire traitline and suddenly you have 2,7k permanent power which is incredibly strong.

Maybe that trait could be made into,
that it will not stack with gear? That would solve the problem that you brought in right?

Celestial Amulet removal [fix]

in Elementalist

Posted by: Swiftwynd.1685

Swiftwynd.1685

I don’t think Anet is willing to give Ele stats in the specializations or will ever make a mechanic for it either. It is a very good idea, but one problem I see is having more power than ever. For instance: you use marauder amulet and have 2,2k power and then use fire traitline and suddenly you have 2,7k permanent power which is incredibly strong.

Maybe that trait could be made into,
that it will not stack with gear? That would solve the problem that you brought in right?

That, or my suggestion, in which you only maintain the extra stats while meeting X condition, and they fall off if not maintaining them or if swapped to another attunement.