Elementalist Preferred Changes

Elementalist Preferred Changes

in Elementalist

Posted by: kybraga.7103

kybraga.7103

Baseline Elementalist Changes:
Traits:
Fire:
Burning Precision is renamed Explosive Precision; and now deals damage and causes a blast finisher around the target.
Damage: 341
Radius: 180
Burning: 4 seconds; 2 stacks.
ICD: 5
——
Conjurer is renamed Conjurer’s Blessing and now grants boons when allies pick up the conjure, and pulse boons to allies while holding it. The charges are now baseline to 25; Now a Grandmaster; No longer grants Auras.
Boons when picked up:
3x Might; 15 seconds_Fury; 15 seconds_Quickness; 4 seconds.
ICD: 3 Second; Individually.
Boons while wielding:
Frequency: 3 Seconds
Fire Axe: 3x Might; 7 Seconds
Lightning Hammer: Quickness; 3 Seconds
Ice Bow: Regeneration; 4 Seconds
Earth Shield: Stability; 4 Seconds
Fiery Greatsword: x5 Might; 15 Seconds
Radius: 260
Targets: 10
——
Pyromancer’s Training: Now also increased Burning Duration by 35%.
——
Blinding Ashes: Now has an individual cooldown per target proccing this trait; Now Adept; Increased Internal Cooldown.
ICD: 15
——
Water:
Cleansing Wave: Now removes two conditions instead of one.
——
Air:
Inscriptions: Now a Grandmaster and applies two boons to allies and a condition to foes, Glyphs now pulse cooldown when boons are related to attunement.
Interval: 1 Second
Reduction: 3%
Boons required for cooldown:
Fire: Might
Water: Regeneration
Air: Swiftness
Earth: Protection
Boons granted upon use:
Fire: 3x Might; 15 seconds_Fury; 5 seconds.
Water: Regeneration; 15 seconds_Resistance; 3 seconds.
Air: Swiftness; 15 seconds_Quickness; 3 seconds.
Earth: Protection; 5 seconds; 3x Stability; 8 seconds.
Conditions inflicted upon use:
Fire: 2x Burning; 4 seconds.
Water: Chill; 2 seconds.
Air: Weakness; 4 seconds.
Earth: Blindness; 5 seconds.
Targets: 10
Radius: 180
——
Lightning Rod: Now a Master trait, damage is reduced by 25%.
——
Arcane:
Arcane Resurrection: Allies revived gain Arcane power and cause Arcane Wave when revived.
Arcane power: 3 Stacks.
——
Elemental Surge: Renamed Arcane Surge; Now gain Arcane Power when using an arcane skill; No longer applies conditions.
Arcane Power: 4 Stacks.
——
Evasive Arcana: The dodge effects now apply boons to allies.
Fire: 3x Might; 10 seconds.
Water: Regeneration; 10 seconds.
Air: Fury; 6 seconds.
Earth: Protection; 4 seconds.
——
:Traits
——
Utilities:
Arcane:
Arcane Brilliance: Deals 10% more damage; 25% instead of 20% more effective healing per target hit; Target limit increased to 10.
——
Arcane Wave: Now deals 20% more damage.
——
Arcane Blast: Now bounces off 3 targets.
——
Arcane Shield: Now has a cooldown of 40; blocks five attacks instead of three; Explosion is now a Blast Finisher.
——
Arcane Power: This now applies to allies in a radius, also heals per critical hit with Arcane Power.
Healing Amount: 461; Scales HEAVILY with healing power.
Targets: 10
Number of Stacks: 10
——
:Arcane
——
Cantrips:
Ether Renewal: The cast-time is now 2 instead of 3 1/2.
:Cantrips
——
Conjures:
~Auto Attacks don’t count towards charges on Conjures.~
~Can move while picking up, no cast-time.~
Fire Axe:
Flame Leap: Damages 45% more; Cast-time is now 1/2; Evades 1/2 second.
Explosive Axe: Now burns and knocksback foes.
Burns: 3 stacks; 6 seconds.
Knockback distance: 160 range.
Ring of Fire: No longer has an after-cast; Renamed Inferno Ring; Whirl finisher for 3 seconds.
——
Lightning Hammer:
Wind Blast: Now deals 13% more damage; Reflects projectiles; Hits up to 5 targets; No cast-time.
Full Auto Attack Chain: Now deals 23% more damage; half cast-time; inflicts vulnerability.
Lightning Leap: Now teleports 600 distance then leaps another 600; the teleport blinds foes.
Radius: 180
Blind Duration: 4 Seconds.
Lightning Storm: Now strikes 25 times; Inflicts vulnerability; half cast-time; Damage increased 9%; Radius doubled.
Vulnerability Duration: 12 seconds.
Static Field: Renamed Shocking Field; Inflicts Weakness; Lasts 2 seconds longer; Radius increased.
Radius: 420
Weakness Duration: 5 seconds.
——
Ice Bow:
Frost Fan: Now deals 35% more damage.
Ice Storm: Is now named Winter Storm; Heals allies; No longer bleeds; Chills foes; Ice Field; 10 pulses; 1 second delay; No longer deals damage; Movable while casting.
Healing Amount: 710; Mildly Scales with Healing Power.
Frost Volley: Fire ten times; Damage scaled with ten hits; 15% damage increase; 8 second cooldown.
——
Earth Shield:
Crippling Shield: Deals 13% more damage; Projectile Finisher.
Stone Sheath: No longer counter attacks ranged attacks; Cripples foes; Blast Finisher on Counter Attack.
Magnetic Surge: Range Increased to 900; Leap Finisher.
Magnetic Shield: Grants allies Protection per target pulled in; 3/4 cast-time.
Fortify: Removes conditions per 1/2 second; grants retaliation on end; Damages and Launches foes on end.
Damage: 481
Launch Distance: 360
Targets: 5
——
Fiery Greatsword:
Fiery Rush: Now a fire field; removes chill from allies that cross field.
Fiery Eruption: Unblockable; Fire Field.
:Conjures
——
Signets:
Signet of Restoration: Gain Light Aura when used.
Duration: 5 Seconds.
——
Signet of Water: Gain Frost Aura when used.
Duration: 5 Seconds.
——
Signet of Air: Gain Shocking Aura when used.
Duration: 5 Seconds.
——
Signet of Earth: Gain Magnetic Aura when used.
Duration: 5 Seconds.
——
Signet of Fire: Gain Fire Aura when used.
Duration: 5 Seconds.
:Signets
——
Glyphs:
~Glyph of Elementals’ and Glyph of Lesser Elementals’ attacks don’t trigger the trait.~
Glyph of Harmony: Heal allies; Heal self based on number of boons on self; Boons on allies and self are increased by 2 seconds.
Healing Per Boon: 361
Radius: 180
Targets: 5
——
Glyph of Renewal: You and Allies now gain a buff when used; Old effects are removed.
Fire: 25% More Damage.
Water: 25% Outgoing Healing.
Air: 25% Faster Actions.
Earth: 25% Less Incoming Damage.
Duration: 10 seconds.
——
Glyph of Storms: Combo fields are present based on attunement the glyph is used in.
Fire: Fire Field
Water: Water Field
Air: Lightning Field
Earth: Smoke Field
——
Glyph of Elemental Power: Effects are granted to allies in a radius.
Radius: 360
Targets: 10
——
Glyph of Elementals:
Stomp: Now Immobilizes instead of cripples.
Immobilize: 5s
:Glyphs
——

Weapons:
Dagger(Offhand):
Water:
Frost Aura: Cooldown is now 25.
Cleansing Wave: Healing is increased by 65%.
——
Air:
Ride The Lightning: Cooldown is now 20.
Updraft: Cooldown is now 30.
——
:Weapons
——

I plan on making changes like this for all classes
Comment as you please!

Elementalist Preferred Changes

in Elementalist

Posted by: Gorani.7205

Gorani.7205

Too many changes, will never happen mate.

Anet has shown now real effort of bringing diversity to the Ele profession in years now. Suggestions about giving us viable Condi options, reducing cool down on Glyphs, strengthening both Signets & Glyphs + Conjures have been made by the community for years too.
Metabattle builds are based on a combination of Tempest specialization, Cantrips and Water Magic. I would not be surprised to see this ongoing after the fall update, which is supposed to bring a new balance round.

Member of The Guildwars Online Guild [GWO]
Still keeps a volume of Kurzick poems ;)

Elementalist Preferred Changes

in Elementalist

Posted by: FrownyClown.8402

FrownyClown.8402

I don’t see how these changes will bring build diversity and some of them seem way over the top.

As far as pvp goes, the only builds with potential are a condi or fresh air elementalist. The main problem with the condi builds is lack of stats needed to be optimal (we won’t get those stats either) plus mediocre fire traits.

The problem with fresh/air scepter is it lacks the sustain other dps classes have and does not do enough damage vs bunkers because of low auto attack damage.

The first build can be helped by reworking the fire line for better survival in fights. (Like a trait that removes conditions as long as you stand in a fire field.)

the second option can be fixed by reducing the cooldown of arcane shield and changing its functionality to block for 3 seconds regardless of hits but condi damage can go through it (this might be considered too strong in wvw). They could also do something like reduce incoming damage by 100% for 4 seconds instead. As far the damage issue, they can do something like change Elemental Surge so that arcane skills now remove 2 boons on hit.


Bad Elementalist

(edited by FrownyClown.8402)