Example 1
Piercing Shard
While attuned to water, your spells deal more damage to vulnerable foes.
Damage Damage increase: 20%
It only apply to 1 skill basically: Ice Spike
I mean think about this:
You have an average of 40% crit chance, then 60% chance that that crit. cause vulnerability (with 25 points invested in air), thats a 16% to cause vulnerability. Then you attune to water and are supposed to expect that perhaps your foe is vulnerable and that Ice spike will deal a 20% extra damage.
But even if that succeed, Ice Spike takes 4 seconds to drop and your vulnerability only last for 5 seconds. So it will most probably not even work!
So for piercing shard to work you need Lingering Elements to work on Weak Spot as well.
Example 2
Geomancer’s Freedom
You recover from crippled, immobilized, and chilled faster.
Duration decrease: 33%
You want us to be less dependent on Water, but our other defensive skills like Geomancer’s freedom only work 25% of the time. At least with Lingering Element we could have the benefit of this trait sometimes without being forced to attune to earth (which makes this trait unappealing).
Example 3
Enduring Damage
Deal more damage when your endurance is full.
Damage Damage increase: 10%
Requires 25 points investment in earth, that your endurance bar is full AND that you are attuned to earth. Seriously?! On a class that can only survive by dodging?
Lingering element would make this trait a little more interesting.
That’s my rant, good vacation.