Please no more buffs on fresh air. By the way, fresh air is not the only damage type of elementalist in PvP.
The point of post is to change the elementalist gameplay.
Actually the elementalist is a close range magician. And we have been playing a close range magician from now almost 3 years. The other option you have is to play staff (but if you get focus on staff power build based you will die in a second ^^).
So, the point here is to see if we can buff the scepter power build based abilities (such as arcanes kills, scepter skills and fresh air trait). If you read my post correctly, you will notice that I propose different solutions and not only a fresh air trait buff.
So, as I said “Please talk about it in a serious way.”
see you
Do you think that it is reasonable to give 300 vitality to fresh air because you have established (from an uniformed opinion, I need to add) that it is the only PvP dps way to do it? I see many new faces here on the elementalist forum throwing ideas that are usually too strong.
Speaking now is useless; we’ll all see what happens in two days for the patch. Plus, you have the audacity to tell that I did not read your stuff.
I have documents full of elementalist suggestions. Let me pass a few of them here.
Dedicated to the Quality of Life changes, slight buffs to raise the agressive playstyle of the Staff Elementalist and Conjured Weapon. Mostly simple changes.
NERFS “Wash the Pain Away!” Reduce the heal amount to allies by 50%. As compensation, increase the area of effect to the first and second pulse to 240 radius and 360 radius respectively, up from 180 and 240 radius.
Frost Aura Applies the chill only if the target is within 600 range. This is also a Reaper nerf.
Elemental Shielding is now a Master Trait competing against Geomancer’s Training. Which involves swapping around traits, and combining some, and creating new ones. Serrated Stones could easily be combined with Strenght of Stone. New trait in adept could be an updated Obsidian Focus.
Diamond Skin Condition can now be applied on the Elementalist. Instead, you ignore the conditions applied to you when above 90% threshold, working similarly to Resistance. (Diamond Skin worded that way does not synergize so well with condition clear since the condition is still applied above threshold. But, a build able to come back up to the 90% threshold can be possible and will ignore applied conditions again.) (Changed already)
Overload Earth Protection applied to allies is now the same as the one applied to yourself. 1 second of protection pulsing while channeling and up to 3 seconds upon completing the overload. (Bug fixed now, nerfed, see proposed changes on Tempest)
Tempest
Overload Recharge reduced to 15 seconds, down from 20.
Healing Power ration on Elemental Bastion reduced to (0.35), down from (0.5).
Hardy Conduit’s protection duration raised to 5 seconds, up from 3.
Staff
Lava Font : First instance of the damage occurs immediately after the cast. (Instant First tick).
Lighning Surge : Reduce cooldown to 5 seconds from 10 to better match cooldown with Fresh Air.
Gust : Add minor damage on impact.
Magnetic Aura : Apply cripple for 5 seconds in a 300 radius around the player on cast. Reduce cooldown to 25 from 30.
Shockwave : Improve power ratio to 1.0 from 0.5. Increase bleeding stacks to 3 from 1, reduce duration to 8 from 20. Reduce cooldown to 20 from 30.
Healing Rain: Reduce cast time to 1 seconds from 1 1/2 seconds.
Traits
Inscription: Increase the might gained from casting glyphs while attuned to fire to 3 stacks from 1 stack. Additionnaly, it now reduces the cooldown of the summoned elemental special ability cooldown by 20%.
Weak Spot: Increase the Vulnerability Stacks on critical strike to 2 from 1.
Earthen Blast : Add 3 stacks of bleeding for 3 seconds in the 240 radius when swapping to Earth.
Lightning Strike : Increase range to 1200 from 900.
Renewing Stamina : Reduce recharge to 4 seconds from 10. Reduce duration to 3 seconds from 5.
Elemental Attunement : Increase the radius to 360 from 240.
Conjurer : Combine One with Fire and Conjurer together as a single trait.
New trait to replace One with Fire: Element of Purification : Applying Fire Aura cleanse 1 damaging condition and increases damage dealt by condition by 5% and damage by 5 % for the duration of the Aura.
Pyromancer’s Puissance : Bonus (Minor and Major traits) from Fire Attunement now lingers for 5 seconds after swapping from Fire Attunement.
UTILITIES
Arcane Shield: Reduce cooldown to 50 seconds, down from 75 seconds.
Arcane Power: Reduce cooldown to 40 seconds, down from 45 seconds. Additionnally, improves Ferocity by 250 for the duration of the spell.
Arcane Blast: Reduce cooldown to 15 seconds from 20 seconds. Additionnally, the spell now launches 3 projectiles in a barrage to the target with a 100% projectile finisher. Damage is improved by 10%, but splitted in 3 instances of damage.
Arcane Wave: Reduce cooldown to 20 seconds from 30.
Arcane Brillance: Reduce cooldown to 15, down from 25 seconds. Short cooldown healing skill.
Signet of Restoration: Clears one condition when casted.
Signet of Water: Now also removes chill every 10 seconds in addition to the regular condition clear. When activated, gain Frost Aura on successful hit in addition to the chill on the target.
Signet of Fire: Now grants Fire Aura on successful hit in addition to the burn on the target.
Glyph of Elemental Harmony: Increase healing value to 6,490 (1.0), up from 4894 (0.75).
Glyph of Elemental Power: Reduce cooldown to 40 seconds, down from 45 seconds.
Eye of the Storm: Now grants a static charge to allies for 10 seconds in addition to the old effect, similar to the effects upon completing air overload.
Conjured Weapons
-Reduce initial cooldown to 45 seconds from 60. -Reduce Fiery Greatsword cooldown to 120 from 180 seconds. -Improve visibility between allies’ and enemies’ conjured weapon. -Drastically reduce the delay to pick up Conjured Weapon (or Bundles) when already on the floor.
Conjure Earth Shield
Passive stats : -Remove vitality from the passive stat gains since it is immediately lost when the Conjured Weapon is discarded.
-Add Concentration (20% boon duration) to the passive stat pool.
Stone Sheath : Increase radius to 360. Each enemy hit grants two seconds of Retaliation. Reduce cooldown to 5 seconds from 8.
Magnetic Surge : Add a Leap Finisher to the skill.
Crippling Shield : Add a Projectile Finisher to the skill.
Lightning Hammer
Static Field : Allow the wielder to move while casting. Allow to target the field in the area instead of a Point Blank Area, 600 range.
Wind Blast : Improve damage to match Guardian Hammer’s Banish.
Auto Attack : Reduce auto attack windup to match the indicated cast time.
Conjure Flame Axe
Ring of Fire : Update this Ring of Fire to match the current iteration of Ring of Fire on Dagger.
Auto-Attack : Rework the auto attack to include a chain in melee, which could include some evade frames.
Conjure Ice Bow
Auto Attack : Completely rework the auto-attack. Fire a shard of ice that shatters on impact, Bleeding and dealing extra damage to enemies behind the impact. 1 stack of bleed for 3 seconds, 320 (0,6) damage ; 2 stacks of bleeding for 5 seconds, 384 (0.72) damage to target behind. 900 range.
Frost Fan : Increase chill duration to 2 seconds from 1 seconds (to compensate the chill stack limit). Struck enemies and allies now leave a regenerative mist on impact that pulse heal every seconds for 204 (0,2) over 3 seconds.
Ice Storm : Do an evasive leap away from target area while shooting a volatile shard of ice. Detonate midair for multiple explosions of ice. Detonates into 5 shards that cripple and bleeds.
BUG FIXES
Elemental Enchantment Fix the issue causing the overload cooldown to reset back to 20 seconds when swapping out of the element causing the overload.
Written in Stones Fix the issue causing signets buff duration not matching the signet cooldown due to the aftercast. Aftercast duration now adds to the buff duration.
Finally, being hard to kill while using marauder Staff is possible: https://www.twitch.tv/aleriedespins/v/37680678
Alerie Despins