Profession Skills
Elementalist
- Flamestrike – Scepter Fire Auto
Cast time reduced from 1.25s to 0.5s. Burning duration reduced from 3s to 1,5s.
Lower casting times for a better synergy with fresh air. overall the casting time of flamestrike was too long. burning duration reduced to keep condi balance.
- Dragon’s Tooth – Scepter Fire 2
Time for impact halved.
This skill is too much risk vs reward, while the impact time might have been justified in the past it isn’t anymore today.
- Flamewall – Focus Fire 4
Duration decreased to 5s from 8s. Cooldown increased to 30s from 20s. Each time you pass flamewall you remove the condition chill. passing through flamewall has an internal cooldown of 1s.
Compared to ring of fire and wildifre, flamewall is a bit underpowered. giving it the ability to remove chill fits thematically and is something new.
- Ice Shards – Scepter Water 1
Added 3s of vulnerability per ice shard, resulting in a total of 3 stacks per auto attack.
Water usually provides vulnerability and with this it improves the damage of a scepter ele. the auto attack speed of ice shards is already fast enough.
- Shatterstone – Scepter Water 2
Increased cooldown from 2s to 25s. Removed vulnerability. Increased radius to 240 from 180. Added 1s of chill per pulse and a 1s stun on the final explosion. Increased damage so that it crits for around 5k*. (explosion time reverted to the old duration).
Shatterstone always fellt like a filler skill that doesn’t have any meaningful impact at all. with this change it becomes a good tool for kiting and area denial or burst – for the price of a long cooldown.
- Freezing Gust – Focus Water 4
Same effect + if the target is already chilled you deal increased damage with this skill, but the 3s chill of freezing gutst are not applied. bonus damage* on the level of lightning strike (scepter air 2).
Rewarding improvement to ele’s damage at the price of the control effect.
- Comet – Focus Water 5
Decreased cast time to 0.25s from 0.75s.
Casting time reduced to make it more reliable for interrupting enemy key skills.
- Arc Lightning
Sped up the duration to 2.25s from 3s.
As stated above, general buff for all scepter autos.
- Lightning Strike – Scepter Air 2
Added a 0.75s delay before the skill hits its target. Added a visual effect to indicate which target will be hit: a small black cloud will appear over the target. Increased damage so that it crits for around 3-3,5k*.
More risk and more reward. players often complained that this skill has no counterplay. this way the skill gets counterplay but is also more punishing if you don’t evade it.
- Stone Shards – Scepter Earth Auto
Split up into individual stone shards. Cast time reduced to 0.25s from 1.25s. Base damage increased so that each stone shard crits for around 300-400 damage*. Bleeding duration reduced to 3s from 6s.
Faster auto to improve fresh air synergy. bleeds reduced to keep condi balance.
- Rock Barrier – Scepter Earth 2
Increased duration to 60s from 30s.
Qol improvement.
- Mist Form – Cantrip Utility
Cooldown reduced to 60s from 75s.
The cooldown is too long.
- Arcane Shield – Arcane Utility
Cooldown reduced to 60s from 75s. (same for the arcane trait Final Shielding)
Same as above, cooldown is too long.
- Glyph Of Elemental Harmony – Glyph Heal
Added effect: after using this skill, incoming direct damage and condi damage is reduced by 20% for 7 seconds. Casting time decreased to 0.75s from 1.25s.
The new effect adds something fresh that no other ele heal currently provides and helps against enemy focus.
- Arcane Brilliance – Arcane Heal
Increased the damage* to match the numbers of Arcane Blast and Wave.
Increased the healing from 3500 to 5500 and reduced the bonus healing per target hit to 10%.
In PvP this skill was never used because you rarely hit 5 targets and it didn’t deal enough damage to warrant its usage offensively. the healing amount gets increased to match other healing skills, and the damage to an amount where it is worth of being an offensive heal skill.
- Tornado – Arcane Elite
Cooldown reduced from 150s to 120s. Function changed to summon a tornado based on the current attunement at the target location for 15s. The tornado deals damage, launches enemies in it every 5 seconds for 600 range and applies conditions to enemies every 3 seconds:
Water -> 1s of chill every 3s.
Fire -> 2s of burning every 3s.
Earth -> 1s of blind every 3s.
Air -> 10 stacks of vulnerability (3s) every 3s.
Transformations are bad for an elementalist because you lose your important skills to either support allies or kill enemies. compared to rampage and lich form, tornado’s damage was just way too low and its cc not great either, while making you an easy target for enemies. tornado gets changed in a way that works better with the ele’s kit, fits the attunement theme while still staying true to tornado’s function.
*Suggested damage numbers with a marauder amulet.
Ex player of PeanutButterJellyTime, Heavenly Annoying and Visceral Gaming.
(edited by Jekkt.6045)