Changes to help DPS builds in PvP
Warhorn in my opinion is not bad – they only problem that it’s clunky. You hardly every know if you can hit with it something and you have to face tank everything.
Kawaleria (KW)
Warhorn in my opinion is not bad – they only problem that it’s clunky. You hardly every know if you can hit with it something and you have to face tank everything.
Agreed. That’s why I’m suggesting animation speed ups for a few skills. Aftercasts could be shaved a bit too.
I would just add some aoe markers
Kawaleria (KW)
The boom share skill warhorn 4, i fee like it scks, it should have something else it should take those booms from enemy or something at least…
Too much unblockable. Unblockable is not healthy.
As for Staff…
-Increase velocity of Fireball, Stoning, Water bolt, Chain Lighting
-Chaing Lightning: Third hit applies the regular damage instead of a 12% reduced damage
-First tick of Lava Font Instant.
-Reduce cooldown of Lightning Surge to 5 seconds, down from 10. Reduce cast time to 1 seconds or raise damage by 10%-20%.
-Reduce cooldown of shockwave to 20 seconds, down from 30 seconds. Increase the damage by 100%. To 408 (1.0) from 204 (0.5).
-Reduce cooldown of Healing Rain to 30 seconds from 45, reduce cast time to 3/4 seconds from 1 1/2 seconds. Add a 4th pulse.
-Increase base healing of Geyser by 20%.
Traits
Electric Discharge: Improve the range to 1200. The lighning now bounce to one additional target.
Lightning Rod: Now also improve the Electric Discharge trait. The Lightning Bolt when attuning to air is now a Lightning Rod. It also bounce to one additional target.
Tempest
Overload: Reduce Overload Recharge time to 15 seconds, down from 20.
Hardy Conduit: Protection duration gained when Overloading is increased to 4, up from 3.
Imbued Melodies: The boon duration now applies to other weapons too.
Tempestuous Aria: Old trait is now combined with Gale Song. Tempestuous Aria increases Weakness duration by 25%. Striking a foe affected by Weakness grants 1 stack of might for 10, 1 second internal cooldown. When above 10 stacks of might, gain 3 seconds of quickness on critical hit, 30 seconds ICD.
Lucid Singularity: In addition to the current effect, Lucid Singularity charges you with an Echo after completing an overload, you are charged with an Echo dependant on the overload completed. The echo detonates three seconds after completing the overload.
Earth: Blast the ground around you with sharp splinters applying 2 stacks of torment and dealing 202 (0.5) damage. This is a blast finisher.
Water: A current of water forms at your feet. After a short delay, it explodes in a wave that knocks down foes in a small radius and applies vigor to allies struck in the wave. Allies struck are also healed for a small amount.
Air: You are charged with current and the closest three target are struck with thunder bolt within a 600 radius applying Blindness, Weakness and dealing 266 (0.66) damage. Gain Fury for each enemy struck.
Fire: You are engulfed with a cleansing fire. For the next three seconds, you clear 1 damaging condition every seconds. If no condition is cleared that way, you apply two seconds of buring around you in a 240 radius.
Overload
Overload Fire: Upon completion radius becomes 300 and energize allies in the area with fiery power, granting a buff improving their power and condition damage by 100 for 10 seconds. This buff is pulsing every seconds upon completion.
(edited by Alekt.5803)
Stone shards 1sec channel would be awesom. Also after loosing the CD reduction rock barrier and dust devil´s CD could be reduced a bit. Great would be to 10 sec so it´s finaly 8 taited. For arcane skills in general i would just reduce cooldowns from the trait 33% which would result in good offensive options.