1. Burning
Here are some ideas that came to mind that would possibly fix the situation we are facing with d/d cele ele, and a few other things.
Burning: so as we all know burning on ele is a good deal stronger than it should be so what might fix it is instead of just nerfing ele (or burn guardian) what if we had a mix of this system with the old system of burn.
One stack per person of burning that does more or less damage as the old burn did which stacks duration; I would think the same or a little bit more.
This idea’s burning can still be decently strong which then burning duration can be lowered a bit. I have tried cele on some other classes which depending on the weapon and class with strait damage hits more, or less the same as ele does. Ele just has burning which can easily stack up 6-12 stacks and destroy people.
So as a elementalist main I have tried allot of different ways to play ele, and I have noticed something. I keep coming back to cantrips because they are very useful. I especially like having lightning flash in my builds because of movement. Almost every other utility rarely gets used because what cantrips offer are just needed too much. So I thought I would come up with ideas for changes to other utilities that can make them more useful.
2. Conjure weapons
So for this type of utility instead of trying to fix the skills that can be done some other time I thought maybe fixing the functionality of conjured weapons. The biggest problem with this utility type is that when you are using them you can not have access to any of your normal weapon skills which greatly cripples ele because they need them to survive; taking up a utility slot that when dropped offers nothing, and cant be used for a long time unless you want to go search, and pick up your other weapon.
Conjured weapons can act more like engie kits except you only have 15 charges and these have a 60 second recharge which resets it. I would imagine that numbers can be changed, and trait lines could affect each weapon differently. I realize that frost bow 4 and maybe 5 would need some changes. There could be icd changes on skills that could help balance them to not be op.
3. Glyphs
I cant speak for all eles, but I rarely use, and have rarely have seen anyone use glyphs because again they are not very useful in the large majority of situations. so my thoughts on them.
1. glyph of storms I would say lower the cool down to 30-40 seconds increase the area, and/or possibly add a ground targeting affect where they slowly move to where you want them.
2. Major/minor glyph of elementals. The elementals need to be more affective at attacking kinda like ranger pets. When the skill is activated it should activate immediately, and maybe have a larger affect radius. I have noticed that in pvp they kinda more wonder around maybe getting a hit, or two in before they die with very little usefulness. pve they are a little better but nothing really good there are a bunch of other things that are far more useful. Maybe other affects I don’t know
3 Glyph of elemental power. This skill when first looked at it seems interesting, but as you try it out it just does not give what it should, so my thoughts. What if as you have it equipped it has on hit affects that it gives you. that way the stun breaker that is almost never used for stun breaking gets used for what it should, and when used it gives you a bonus something, -50 percent cc duration for like 10 seconds or 2 stacks stability something useful.
I don’t know what to say about the glyph that rallies people I don’t know how to improve it to be useful.
Thanks I know this is a long post so I might add more of my thoughts later. I think the game is awesome, and think tempest looks pretty cool with new changes. Thanks to the devs for making an awesome game.