(edited by Super Riceman.8702)
Fire Traits
1. Very reasonable and balanced imo.
3. I think this is actually worse than the current. 1 stack of might only adds 2% damage on a build with 1750 power, and even less with higher power. 5% extra damage against burning foes is ok imo.
4. I think it’d be easier to make on with fire just increase flame barrier’s proc rate to 50%, since that will make it a good skill in conjunction with the flame barrier’s change.
However, removing conditions/boons with fire fields is a very interesting idea since it adds support to an offensive line. Possible merge it with the current persisting flames trait or replace a different skill? Having a fire remove a boon/condition every 3~5 seconds (and once at second 0) would be nice.
5. Probably too strong and a hassle since they’d straight be creating a new form and skills.
6. Sounds weak, and many of ours burns are already aoe anyway. although it depends strongly on the radius of spreading. The current burning fire is already kind of decent as it is imo.
8. or stay in master and your conjures deal 10% more damage as well. As it is now, conjures don’t usually run out of uses. People just use a one to three skills and drop it, except for the greatsword anyway.
What I would like
Minor trait changes
5 – 20% chance to gain fire aura for 3 seconds when hit in melee (20 second cooldown)
15- centered on target instead of ele (900 range)
25 – cauterize : remove a condition when attuning to fire
The biggest problem with most of the traits in damage tree is that they don’t work with lingering elements. That means they only affect 25% of all ele weapon skills (which have longer cooldowns and are used less often than other class weapon skills), where other classes affect 50 or even 100% of their weapon skills, and the cooldown reduction traits almost always have additional bonus effects that the comparable ele traits don’t have.
we may consider whether or not there is an incarnation of [ele] that would be viable
but balanced. For now, we do not expect it to see serious use.” – ANet
they are good suggestions, but imho with just the exception of water and arcana ALL trait lines should be heavily revamped
Something I always wanted to do with fire: burn people’s might. Something like 10% chance that your burning will strip a target’s might and apply additional 1sec of burning per stack.
OMG, the might burns!
An idea for some traits I just came up with.
———————————————————————————————————
Fire Trait
Wild Fire: If you land a critical hit while target is burning, a flame burst at target location causes burning to nearby enemies.
———————————————————————————————————
Air Trait
Micro Burst: Gust, Updraft, and Gale skills have a radius of 360.
———————————————————————————————————
The other traits I’ll add in later when I think of something.
Air Traits
1-Zephyr’s Boon: Change to 5% of precision given as a bonus to vitality
Elementalists sacrifice points to spend in tankier trees if the spend in Air, those who spec heavily into glass cannon need a way to keep up in vitality since base health for the ele is very small
2-Zephyr’s Focus: Change to reflect projectiles while channeling
The extra endurance doesn’t always help because channeling skills often leave you vulnerable to attacks and you need to end the skill in order to take advantage of the extra dodge. Glass Cannon Mesmers have various ways of avoiding dmg to get around low health pools so Ele’s need some too if Glass Cannon Ele’s are to become a thing
3-Quick Glyphs: Glyph cast times are also reduced by 1/4 sec
Most glyphs suffer from long cast times
4-Electric Discharge: 33% to strike your attacker with a bolt of lightning
5-Soothing Winds: Change to reduce your healing skills cooldown by .8 seconds when you crit, Cooldown 1.4 seconds, Move to master trait
If you spec heavily in air you must sacrifice in either water or arcana so you need a more readily available heal to counteract a lower health/healing or lower duration of regen.
6-Bolt to the Heart: Change to 5% of targets vitality is given as a bonus to precision
Allows ele’s to deal with larger health enemies w/ out conditions better
7-Arcane Lightning: Change to gain 1 second of dmg immunity (still affected by conditions and disables) when switching to or from air attunement
Similar to Blurred Frenzy, allows a glass cannon to negate dmg if timed right
8-Grounded: 9% increased stun duration vs enemies and 9% decreased stun duration for yourself
Going 30 into air shouldn’t force you to sacrifice so much defense
9-Tempest Defense: Reduce Cooldown to 60 seconds
Same CD as autodefense bomb dispenser
^
1. Did you mean to replace zephyr’s speed instead? Zephyr’s boon is a very good skill as it is. If you did mean zephyr’s speed, then it’s much better
4. needs a cooldown
6. Bolt to the heart isn’t really a problem trait either, that suggestion isn’t really much of a buff since it’s basically 5% more crit at best vs a bunker, and less against others.
One with air could use a significant change as well. Maybe something defensive like 10% to evade attacks while in air attunement (move up to master tier trait)
Weakspot trait should also be buffed to 10 sec vulnerability and/or maybe 100% proc
I agree that fire and air need an overhaul (earth, water, and arcana are pretty good as is), as do all of our adept level skills. I just started a mesmer and were looking at their 5 point bonuses – holy cow!!! For 5 points (not even a major trait), they get the same benefit as renewing stamina. They also have a minor trait that reduces the cooldown of phantasms, gives regen at 75% health, and more. When looking at the options, I wanted every one of those and can see their use. All of our 5-point adept abilities are useless b/c we spend so little time in any attunement. So here is a proposition:
General:
- Get rid of “elemental attunement” as an arcane trait. Instead, have each of these effects be the minor Adept (5 point) bonus.
-Make all of X-alacrity (-20% cooldown) Adept level (10 point) skills
- Get rid of the skills that buff sets of 3 spells. Those are too situational and useless.
Fire – this should be for straight damage, burning, and conjures
-Replace “Burning Fire” – see above for some ideas
-Replace “Lava Tomb” – see above for some ideas.
– Amend Conjurer – Conjured weapon recharge decreases with number of charges when swapped out.
Air – this should be for single-target damage, glyphs, and speed/mobility
- One with air – you can move during all abilities (to help out staffies, although this may be hard due to animations)
- Quick Blast – Damage your foes on interrupting them (inspired by mesmers)
- Glyphic Reaction – Activating a glyph breaks stun (at the start).
- Zephyr’s focus – this is interesting, but it is straight up worse than Renewing stamina. Perhaps add a chance to stun on hit or improve precision of channeled skills.
Earth – this should be for toughness, control, signets, and bleeding
-Obsidian Focus – needs to do more given how situational it is (even if you try a channeling build, +170 toughness spamming earth 1 and air 1 isn’t significant).
Water – this should be healing and chills
- Chill or healing on channeling.