Ele attunements

Ele attunements

in Elementalist

Posted by: Chris.6105

Chris.6105

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:

  1. Fire: Same like actual, but also effects other allies like soothing mists. (One with Fire only effects yourself)
  2. Fire: Same like actual, but also your targeted foe in 900 range is burned and Fire Attunement lasts for 3s after switching the attunement.
  3. Fire: You fire skills deal +10% damage und grant you 5s might. (also works in the 3s after switching the attunement).
  1. Water: Same like actual
  2. Water: Same like actual, but also removes a condition and Water Attunement lasts for 3s after switching the attunement.
  3. Water: You have + 300 Healing Power, while attuned to water (works also in the 3s after switching)
  1. Earth: Same like actual intended (does it finally work?), but also effects other allies like soothing mists.
  2. 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.
  3. Earth: You have + 300 Condition Damage, while attuned to earth (is also active during the 3s after attunementchange).
  1. 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.)
  2. Air: Same like actual, but also blinds nearby foes for 1s and Air Attunement lasts 3s longer after switching the attunement.
  3. Air: +30% critical Damage, while attuned to air. (Also active during the three seconds after switching)

Ele attunements

in Elementalist

Posted by: Chris.6105

Chris.6105

I dont think, the buffed traits are OP like this, you are missing your secondary attribute and even the strong buff of the grandmaster-traits are only effective during one attunement. Of course some of the actual major traits must be changed, because their effects are already used. Also i have a slight disliking against the actual aura builds: even with dagger/dagger (the strong shock aura and a 7s Frost aura), a aura build is a bit weak cause the missing abilities to gain auras, but the fire shields through signets let you spam auras in a hilarious easy way…

fire major traits:

  • instead of 20% reduced fire skill recharge: +5% damage against burning foes.
  • instead of + 10% damage while attuned to fire: burning lasts 10% longer
  • now +20 increased fire field duration increases also burning for 20%.
  • instead of 5s of might on using fire skills: fire aura on you also effects nearby allies. Fire Aura is granted often through combos and can be spammed with signets anyway, while other auras are only able through weaponskills, so this is more intelligent than powerful aura.

air major traits:

  • instead of 20% reduced air skill recharge: +20% damage against knocked down and stunned foes (20% are much, but the foe is not stunned/knocked down often enough to make this worth a grandmaster skill.)
  • instead of + 10% damage while attuned to air: Vulnerability lasts 10% longer.
  • new grandmaster trait: 60% chance to inflict vulnerability on critical hits and vulnerability lasts 20% longer
  • changed grandmaster trait: Gain a shock aura, if you are disabled (90s CD). shock aura on you also effects nearby allies. (actual hinders one disabeling and gives one shock aura in 90s, a bit weak compared to eles other grandmaster traits)

water major traits:

  • instead of 20% reduced water skill recharge: Mist form, ice bow and signet of water grant you 6s of regeneration
  • instead of +20% damage against vulnerable foes while attuned to water: Mist and vapor form damage and chill nearby foes
  • new master trait: one with water: increase the effects of soothing mist so longer you are attuned to water magic. (only for yourself)
  • instead of conditionremove on attuning: *cast a spell depending on your attunement, if you take falling damage.
  • new master trait: more damage, if endurance is not full.
  • changed master trait: Stop, dodge and roll: *remove a condition depending on your attunement from you, if you dodge (10s CD for each attunement). If you dodged an attack, you gain Frost Aura (45s recharge), Frost Aura also effects neraby allies.
  • instead of powerful auras: Evasive Arcana (yeah, the actual arcana grandmaster trait.)

earth major traits:

  • instead of +10% damage while attuned to earth: one with earth: deal more damage and take less damage, if your endurance is full. 1% for each s attuned to earth mit a maximum of 10%
  • instead of 20% reduced earth skill recharge: Gain magnetic aura, if you attune to earth with less than 50% health or if your health fell below 50% health while attuned to earth (30s CD). Magnetic aura effects also nearby allies.
  • instead of 5% damage against bleeding foes: +10% bleeding duration.

arcana minor traits:

  1. same like actual
  2. Elemental Attunement
  3. You have a 2% chance to inflict a condition depending on your attunement and deal +2% damage for each boon you have.

arcana major traits:

  • The rezz trait now has a cooldown for each attunement, but will grant the aura only to you.
  • instead of Elemental attunement: Gain a Aura depending on your attunement, if you are hit critical (60s CD).
  • instead of Evasive Arcana: Your Conditions last 5% longer for each condition the foe already has.