(edited by Dulle Griet.8436)
Core Specialization Ideas
I agree, though I think scepter doesn’t need a stun, since it gets CC from focus or dagger.
But Absolutely, each spec needs 3 ‘lines’ that work thematically with the specs abilities (similar to how the reaper has 3 kind of themes with their traits)
I really like your idea for ferocious winds. I think having a three traits dealing with control, three with critical hits and precision/ferocity, and then three dealing with support would be really nice.
I also think the minors should be altered to give the specs more power. 10% movement speed is hardly noticeable. I think fire and air are the ones that need the most attention.
I’m going to post my ideas for a reworked fire spec when i get the time
What I’m thinking of for the fire specialization is one set of traits focusing on direct damage, one focusing more on burning, and one focusing on support/survival. This will be an example of traits that I think would fit these themes. They may be way overpowered, but that’s fine, i’m not a game developer. Here we go
Minor traits
- Power overwhelming: Increase Condition damage by 10% of your power while attuned to fire
- Sunspot: When you attune to fire, burn your create a flame burst at your target foe’s location when you attune to fire, burning them for 4~ seconds (240 radius)
- Burning rage: 10% increased damage against burning foes
(I think these minors fulfill the role of a damage line much better than the ones we currently have)
Adepts
- Furious Blasts: Blasting a fire field applies fury (10s)
- Burning Precision: Critical hits have 30%chance to burn, increase burn duration 30% (same as it is now)
- Flame Barrier: 30% chance when hit to burn nearby foes (2sec, 180 radius). Signets grant fire auras
Master
- Pyromancer’s Training: increase damage in fire by 10%, reduce cooldown of fire skills by 20%
- Roaring Flames: burning damage is increased by 15%
- Purifying Fire: burning retreat, flame wall, and ring of fire remove 1-2 conditions
Grandmaster
- Pyromancer’s Puissance: skills in fire grant might. Applying fire aura grants 2 stacks of might.
- Persisting Flames: Fire fields last 2 seconds longer and inflict an additional 2 seconds of burning. Burn duration increases by 30%
- Blinding Ashes: Blind foes you burn (3sec cooldown) ((the cooldown is specific to each target, so you can blind on foe, and then blind another 1 second later, but can’t blind the same foe for 3 seconds))
Now, I know plenty of these are pretty darn powerful, so they’d certainly need to be scaled back (again, i’m no game developer, and this stuff would need to be balanced), but I think they would give the fire specialization some much needed direction. Traits like this would be much more fun than what we’ve got now
(edited by Thomas.8130)
ARCANA THEMES:
- Boons
- Sustain
- Arcane Utilities
Minor
- Arcane Fury
- Elemental Attunement
- Arcane Intelligence : (suggestion to take back what we will loose for trait-stats: Attunement recharge rate +30%, Boons duration +30%)
Adept
- Elemental Contingency : (boons)
- Renewing Stamina : (sustain)
- Arcane Mastery+Arcane Lightning : (utilities)
Master
- Bountiful Power : (boons)
- Final Shielding : (sustain)
- Elemental Surge : (utilities)
Grand Master
- Elemental Theft : (boons suggestion) stole x boons every time you swap attunement
- Evasive Arcana : (sustain)
- Arcane Brutality : (utilities suggestion) recharge all Arcane utilities and gain Glyph of Arcane Power when your health drop below the threesold (50%)
(edited by Dulle Griet.8436)
AIR THEMES
- Control
- Vulnerability
- Glyphs
Minor
- Aeromancer’s Training : (suggestion IMO every attunement should have their training traits as minor) +10% damage wile attuned to air, reduces recharge on all air skills by 20%
- Electric Discharge : (suggestion) daze (but don’t damage) your target for x seconds with a lightning when attuning to air
- Weak Spot
Adept
- Furious Winds : (control suggestion) gain fury for x seconds when you disable an enemy
- _ Piercing Flash_ : (vulnerability suggestion taken by water current trait) while attuned to air, your spells deal 20% more damage to vulnerable foes, vulnerability lasts 33% longer
- Inscription : (glyphs)
Master
- Tempest Defense : (control)
- Bolt to the Heart : (vulnerability)
- Saviour Glyph : (glyphs suggestion) use Glyph of Storm automatically when your healt drop below the threesold (x%), reduce recharge on glyphs by 20%
Grand Master
- Lightning Rod : (control)
- Fresh Air : (vulnerability suggestion) recharge air attunement when you inflict vulnerability
- Everlasting Elemental : (glyphs suggestion) summoned elemental don’t have a duration time
Glyphs Suggestions
- Glyph of Storm : the AoE should be larger than now, and when you’re attuned to water the storm should heal.
(edited by Dulle Griet.8436)
interesting take on Air! If I’ve been thinking of what I would do for that line too, so I’ll share my ideas real quick
I think I would take a slightly different route for air’s boons line and make it more focused on support, and the vuln line you’ve given I would focus on vuln and crit chance
Minors
- Swift Winds: Increase attack speed while attuned to air by 10-15%
- Electric Discharge: Stay the same
- Weak Spot: same, maybe increase vuln duration
Adept
- Zephyr’s Boon: Stay the same (5 sec fury and swiftness when you apply an aura)
- I’m actually not quite sure what i’d want here. maybe a ferocity increase, or increased damage against vulnerable foes. I wouldn’t go so far at to make it a 20% damage boost though
- Furious Winds: fury when you disable a foe (just like you suggest)
Master
- Vigorous Winds: When you apply swiftness to yourself or an ally, also apply vigor (5sec)
- Airomancer’s Training: Increase crit chance by 10% against vulnerable foes and reduce recharge on air skills by 20%
- Tempest Defense: keep it the same
grandmaster
- Fresh Air: Recharge air attunement on crit. Gain superspeed for 2 seconds when you attune to air
- Bolt to the Heart: increase damage by 20% and apply vuln to foes beneath the 33% health threshhold
- Lightning Rod: keep the same
sorry for any typos, I typed this up really quick!
(edited by Thomas.8130)
Bolt to the heart: increase damage by 20% and apply vuln to foes beneath the 33% health threshhold
I really like this one. It fit the theme perfectly.
Thanks! I feel like it needs something more, since they bumped it from adept to grandmaster.
I just can’t figure something out for the adept level. maybe something that inflicts weakness? I wouldn’t want it to just be another damage modifier. Also, my airomancer’s training trait should also get a 20% air skill reduction, i forgot to write that in. i’ll edit it in a moment.