I really enjoy auras and I think they are the fun defensive part to ele’s. I think there’s a lot of skill in knowing when to use which one’s as well. Frost aura is great for kiting people around or disengaging or just for the -10% dmg in a heated fight, lightning aura is great for warriors/thieves in your face, magnetic aura is great to counter those rangers sniping away or any other dangerous projectile incoming. Here are some of my thoughts for some fun and my opinion needed changes.
Lightning Aura
I like the lightning aura a lot and think it might be the best one. It is one of the few ways ele’s an interrupt a target and with the new GM trait for air I think its pretty well valued. One thing I think should be done is take tempest defence which gives lightning aura when disabled and +20% dmg vs disabled targets and move it down to master tier and remove the +20% dmg vs disabled targets from the trait. This way it would be possible for more builds to counter hammers/thieves without having to give up fresh air, and it also adds synergy with the new GM trait. I like the aura a lot and don’t think it needs changes, it makes a real impact in a fight.
Fire Aura
A lot of people think fire aura is the weakest of the three auras. A 1s base burn is pretty meh, and 1 stack of might isn’t really doing much. I suggest we make the base burn 1.5 seconds or maybe even 2 seconds, and remove the 1 stack of might and add a 1s retaliation boon on hit. Auras are supposed to be defensive so the 1 stack of might has always been the out of place part of auras, retal is defensive so it makes more sense.
This would clear up some of the complaints about the focus fire skills being super terrible. Also this will also make the fire traitline slightly better with fire’s embrace, as everyone basically agrees the fire traitline is the worst and needs improvement.
Frost Aura
I want there to be a way to get all the auras just through trait lines to make them really more a part of the elementalist’s build in general. My suggestion for a trait would be a master level one in water:
Ice Front: When chilling an opponent, you gain frost aura for 5s, icd 40s, chill lasts 20% less duration on you.
This trait would add the aura into the trait line and also give elementalist’s some more resistance against chill because it really messes up our attunement swap times making chill way more deadly to us than other classes. It will also buff the terrible focus 4 skill in water and also makes signet of water’s active better. These single target chills we had before were super terrible and some synergy with them might make them more usable.
Magnetic aura
Magnetic aura is a little different than the other auras in the fact that it is more of a hard counter play against people using projectiles. I’m fairly against long hard counters and focus has a 3s reflect already and staff already has the 5s reflect, I don’t think even more hard counter-ness is needed. That being said I think it could be rework in somehow. Here’s my suggestion.
The 5 trait on earth is enduring damage and basically says your damage is +10% if your endurance is full. This promotes unskilled play because it says you shouldn’t dodge your opponents attacks which is a big part of the skill in this game. Also the earth traitline is the condition traitline, it doesn’t make sense for a +damage skill to be the 5 everyone has to take. Overall I hate this trait a ton and think this would be a good spot to add magnetic aura into the traitlines. Gain magnetic aura for 3s upon reaching 50% health, could be as simple as that.
Anywho, thanks for reading my aura ideas, aura share can still be just with weapon skills im fine with that as a side note, would be OP if you could spread all the auras out, but I think it would be cool to place some of the auras in reachable places in the 4-5 spots in the trait tree.