Please make suggestions on skill buffs/reworks to fix our class Try to keep things on topic (skills and traits). Keep your ideas specific, don’t give a vague suggestion (ex. buff stoning) Instead say how it should be buffed (ex. Increase stoning damage by 35%)
Disclaimer: A lot of these buffs are from a pve standpoint and thus OP in pvp. Ideally skills should be split for pve and pvp. I could be going too far on a lot of these skills or maybe I’m not using them right. So feel free to call OP, but please give a reason.
Fireball: increase explosion radius to 240 (slightly reduced damage to compensate?) let blasting staff affect it.
Burning retreat: increase the damage for going through it to equal flame wall
Water blast: increase damage by 100% or let it target allies for healing
Geyser: increase duration to 3s or increase base healing to 1000
Chain lightning- Frankly, I think this should be replaced. Increase damage to equal fireball, no extra effects. Keep activation time. (effectively 33% stronger than current fireball, but single target)
Lightning surge: decrease cast time to 1sec
Gust: double projectile speed
Stoning: increase damage to ~250 (35% buff). List the real weakness duration (3sec)
Eruption: lower cast time to 1s or decrease bomb timer by 1s
Unsteady ground: Increase cripple time to 5s
Flamestrike: Increase damage to 150 and decrease cast time to 1s
Dragon’s tooth: this one is hard to mess with. I need some ideas on this one. Current idea: decrease direct damage by 25% and decrease hit delay by 33% slightly increase recharge time to offset buff.
Phoenix: decrease recharge to 15s or apply 1s burn
Ice Shards: Increase damage by 50%
Shatterstone: increase damage by 20% or decrease damage delay by 20%.
Arc lightning: remove stages, keep stage 2 damage. Make it each hit apply 1 stack of vulnerability for 2sec.
Rockbarrier--> Hurl- This is really weak, although I’ve read that might just be a bug. Assuming it isn’t: add 1 stack of bleed for 5s per hit
Burning speed: make it explode on impact like ride the lightning
Fire grab: reduce recharge to 40s, decrease cast time to 1/2sec
Cone of cold: increase base healing by 20%
Frost aura: decrease chill duration to 1sec. Chills foes within 120 radius (remove requirement of being hit)
Ride the lightning: this skill’s intended effect is actually ok, but it’s still in desperate need of glitch and pathing fixes
Magnetic grasp: same as above
Fire shield: See frost aura. Burns instead.
Gale: reduce recharge to 40sec
Glyph of elemental harmony: increase protection duration to 5sec. Applies 3 stacks of might instead of 1 (reduce might duration by 5~10 sec)
Mist form: cure and grants immunity to immobilized and crippled
Glyph of renewal (and other res signets): reduce cast time to 1sec 2-3sec
Glyph of storms fire: add 1sec burn with each pulse
Air: add 5sec vulnerability with each hit
Tornado: draw foes IN, not out, similar to whirlpool.
Grasping Earth (downed skill): Replace with a 2 sec knockdown. Applies 3 sec bleed and does 195 damage (equal to down skill 1)
Traits:
One with fire: increase flame barrier’s chance to burn to 50%. (set amount, not with time in fire attunement)
Zephyrs Speed: make this stack with other speed boosts. (add a hard cap of 33%) needs rework since we have perma swiftness anyway.
Arcane lightning: buff to 5% more critical damage
Inscription: increase protection duration to 5sec. applies 3 stacks of might instead of one. (reduce might duration by 5~10sec)
Arcane fury: increase fury duration to 3-4 sec
Arcane precision: make this % chance on each skill (instead of critical hits). Conditions should also depend on attunement, rather than skill. That way linger elements will give a chance for multiple conditions. (ex. I switch from fire to earth and use a skill before my 5sec of fire attunement expires, that skill rolls for burning, then rolls for bleeding)
New Trait: 5% of power is converted into vitality. I chose power because bunkers wouldn’t really be able to profit from it.
(edited by Navzar.2938)