Conjure Weapons
Reworked: Conjure Weapons are now passive. 50% Chance on Bleeding, Burn effect to summon a weapon which will immediately attack the enemy and dissipate adding 5 additional stacks to the target. Water And Air Will Report the Same effects, but will add direct damage or healing.
Overloads
Fire: Burn damage increased to 1100 over 3 seconds..
Water: Initial Heal Increased to 3,250, Finishing Heal Decreased to 1,250 Base.
Air: Lightning Strike Damage Increased To 900 Base Per a Strike.
Earth: Bleeding increased to 1600 Over 8 Seconds.
Fire
Traits:
Empowering Flame: + 150 Power and 10% Burning Duration.
Sunspot: 500 Base Damage
Burning Rage: Burns deal 30% more damage
Tier 1:
Tier 2:
One With Fire: Each time you apply burning effect to enemies you gain 150 HP.
Tier 3:
Water
Traits:
Aquatic Benevolence: Swapped Places with Soothing Power.
Tier 1:
Stop,Drop, and Roll: Radius Increased to 400.
Tier 2:
Soothing Disruption: Heal Is not a Direct Heal, for 800 HP (Base)
Tier 3:
Soothing Power: Swapped Places With Aquatic Benevolence.
Air
Traits:
Electric Discharge: 50% Chance on hit to Strike Your Foe With Lightning dealing 600 (Base) damage.
(Weak Spot) : Lighting Strikes Now Deal Strikes 3 Times.
Tier 1
(Zephyrs Boon) Zephyrs Strike: When Changing to air, you stun near by enemies for 1 second.
One With Air: Speed Increased to 6 Second Duration.
Ferocious Winds: 20% of Precision is converted to Ferocity.
Tier 2:
Inscription: 20% Recharge Rate of Glyphs. Elementals and greater elementals Now Have 150% Hp and 100% more damage and glyph of Storms lasts 5 seconds longer and its radius is increased by 200 radius.
Tier 3:
Fresh Air: + 250 Ferocity and 100 Power.
Earth
Traits:
Stone Flesh: Now Grants Protection (30%) Permanently While in Earth Form.
Earthen Blast: Damage Increased to 1100, and Blinds the Targets.
Geomancer’s Defense: Reduced Damage From Foes With in 120 Radius by 20%.
While Attuned to Earth
Tier 1:
Armor of Earth: Now Grants Stability and Reflection.
Serrated Stones: Damage Increased: 20%, Bleeding +20% Duration.
Elemental Shielding: Provides: + 350 Toughness To Yourself and Allies in 600 Yards [Instead of 40% Protection]
Tier 2:
Strength of Stone: 30% Of Toughness Converted to Condition Damage
Tier 3:
Diamond Skin: Removes 2 Conditions Every Second When Below 45% HP.
Stone Heart: When Attuned to earth, You and allies in 600 radius cannot be critically Struck.
Written In Stone: Now Also Grants + 200 Vitality.
Tempest
Trait:
Unstable Conduit: Now grants Aura When Starting Overlord.
(Speedy Conduit): Eye of the Storm: After completing the Overload All allies are granted quickness for 8 seconds.
Hardly Conduit: Now Grants Stability, instead of Conduit when starting overloads.
Tier 1:
Tier 2:
Invigorating Torrents: + 15% Spell Power. (instead of Other stuff)
Tier 3:
Trinkets
Ether Renewal: 4500 Healing, and remove 10 conditions 1/4 Cast, 20 Sec Cd.
Arcane Brilliance: Damage increased to 2500. 1/4 Second Cast, 20 Sec Cd
Signet of Restoration: 500 Health a Cast. 1/4 Second Cast, 20 Sec Cd
Glyph of elemental Harmony: Summons A Random Elemental, Grants 5000 HP, and 2 Random Boons.
Signets are set to 20 Second CD
Arcane Waves are set to 15 Second CD
Catrip are set to 25 Second CD
Glyphs are set to 25 Second CD.
Conjure Weapons are set to 15 Second CD (Passive Condition based Triggering)
Shouts are set to 20 Second CD.
Ultimates are set to 75 Second CD, Except Greater Elementals which are set to 30 Second CD.
That should Sum it up.
Weapons need some tweaking but i am on a win streak in spvp atm, so ill finish them later.
(edited by Anari.2137)