I still cant stand the actual attunements of the ele. Fire Magic has traits to buff Fire Magic, be it, if you attune to it or if you are attuned to it. Of course, the other attunements still have usefull skills, but you rather want to only cast through these skills and also want back to your buffed attunement. So here a suggestion(, which neither changes too much nor needs much balancing in my eyes): Instead if giving the traitlines minor and major traits, that buff only one attunement (Fire Magic buffs Fire Attunement), without the ability to use this traitline more often than the others, give a more extreme buff without any major Traits.
Fire Magic: For each point you gain +10 Power and Fire Atunnement + Fire Skills attune 0,66% faster.
Water Magic: For each point you gain +10 Vitality and Water Atunnement + Water Skills attune 0,66% faster.
Earth Magic: For each point you gain +10 Thoughness and Earth Atunnement + Earth Skills attune 0,66% faster.
Air Magic: For each point you gain +10 Precision and Air Atunnement + Air Skills attune 0,66% faster.
This makes the attunements far better alone. If you have 30 Fire Magic and 30 Watermagic, these two attunements have both a recharge time of 12s and are buffed stronger. This is already a big change, because you can attune more often to these attunements (attunement effects) and even if using all attunements, you can stay more time in your buffed ones. Also the missing secondary attributes hinder an OP.
Especially strong is the change for Arcana builds. Before 30 Fire Magic and 30 Arcana was a bit problematic, cause Fire Magic has a few good reasons to stay in Fire Attunement, but cause Arcana buffs Attuning so much, you still rather stay 3/4 of the time in another attunements. With my Fire Magic, the recharge time of Fire would be only 6s and you could be more often attuned to it.
minor traits:
- Fire: Same like actual, but also effects other allies like soothing mists. (One with Fire only effects yourself)
- Fire: Same like actual, but also your targeted foe in 900 range is burned and Fire Attunement lasts for 3s after switching the attunement.
- Fire: You fire skills deal +10% damage und grant you 5s might. (also works in the 3s after switching the attunement).
- Water: Same like actual
- Water: Same like actual, but also removes a condition and Water Attunement lasts for 3s after switching the attunement.
- Water: You have + 300 Healing Power, while attuned to water (works also in the 3s after switching)
- Earth: Same like actual intended (does it finally work?), but also effects other allies like soothing mists.
- Earth: Same like actual, but also inflicts a 1s-immobility to the targeted foe in 900range and Earth Atunement lasts 3s longer after switching the attunement.
- Earth: You have + 300 Condition Damage, while attuned to earth (is also active during the 3s after attunementchange).
- Air: Gives a 7% faster movement speed boost additional to any other speed boost and works also on allies. (One with Air gives 1% each second with a maximum of 18% and +not additional, so without another effect, you would move 25% faster, with signet of air 32% faster and with swiftness 40%. One with Air effects only yourself.)
- Air: Same like actual, but also blinds nearby foes for 1s and Air Attunement lasts 3s longer after switching the attunement.
- Air: +30% critical Damage, while attuned to air. (Also active during the three seconds after switching)