Kawaleria (KW)
Glyph's Suggestion
Kawaleria (KW)
Would be nice.
My suggestion:
Inscription: Glyphs clear conditions on you when cast, depending on your current Attunement.
Fire Attunement: cures Chill and Bleeding (cauterization)
Water Attunement: cures Burning and Poison
Air Attunement: cures Cripple and Immobilization
Earth Attunement: cures Vulnerability and Torment
would push glyphs int sky. I would like the changed boons …
Honestly, I’d just like to see Inscription moved out of Air. They have nothing to do with power damage and the synergy with that trait line is horrendous. Every glyph does something different and only one does any power damage. Inscription just feels so out of place in the Air line.
Why not put it in Arcane? I know that line has the Arcane skills trait, but so what? Inscription applies boons and Arcane has Elemental Enchantment. Arcane is also about enhancing all attunements, and glyphs do something different based on the attunements you are in when you cast them.
If it needs to be in a different line, why not Earth? Swap it with Written in Stone. We’re all stuck using Earth, Water and Tempest anyway, and nobody’s going to pick Inscription when going Air because it’s terrible for it’s spot and it sucks for the kind of build you’d run with Air.
It needs to be moved out of air, glyphs are attrition skills, air is a twitch defense and spike damage tree. They are literally completely opposing playstyles that cannot work in kind, its being there makes no sense.
EDIT: It would make the most sense in either Earth, Water, or Arcane in my opinion. Earth and water are the attrition trees, Arcane is the boon tree, could thematically fit any of them. Just not fire or air.
And I actually like Zintrothens idea, give it a GM rework, put it over Written in Stone, move Written in Stone to somewhere in water or fire, since it’s really only used for Signet of Restoration or Signet of Fire anyway.
(edited by Conncept.7638)
Honestly, glyphs SHOULD be in arcana, which is all about different attunements and boons – it would just make sense here. I don’t know why arcana’s theme is attunement swapping, boons, and….Crits?!?! Why? Earth is all about crit damage.
Rename arcane skills to “lightning” or “burst” skills or something – they make sense in air, which is all about crit damage and burst.
Earth is ok for signets, although I also wish they could be in fire to bring back the old signet-aura build.
Conjures in fire or earth are fine, but mostly just need their base CD and duration halved.
Each trait line has a trait to enhance a set of utilities. Right now, it’s as follows:
- Conjures = Fire
- Cantrips = Water
- Signets = Earth
- Glyphs = Air
- Arcane = Arcane
Arcane is clearly about boons and the glyph trait gives boons. Arcane skills are guarenteed crits, but why would the Arcane skills trait not be placed into Air, which enhances ferocity and crit damage? The only reason I can think of is the name of the utilities: it matches the trait line name. That’s it! Arcane skills belong with the Arcane line. Nothing else about them matches the trait line other than their name. BlackBeard’s absolutely right that Arcane skills should just be renamed and placed in Air. It’s a simple rearrangement really. Change the skill set name, move the trait to Air, move the Glyphs trait to Arcane.
I like Criticals as a new name. It’s about as simple as you can get for what they do lol. It also sounds kind of dumb, but whatever. We’ll just pretend it’s a placeholder name till there’s a better one. The new rearrangement would be as follows:
- Conjures = Fire
- Cantrips = Water
- Signets = Earth
- Glyphs = Arcane
- Criticals = Air
Some other trait rearrangements would also need to be made as well.
I see why there are so many suggestions to move inscription to arcane but i have different opinion. If any anet dev’s will look here (hahaha…propably never) and made changes that i for example proposed, then picking air in pvp would have much more sense and it’s more possible to make optimal dps build!
Kawaleria (KW)
Glyph’s keep getting better with every balance update so how about we change boon’s from inscription trait to:
fire: retaliation
air: quickness
water: resistance
earth: stability (or aegis if to much op)…and now air look’s more interesting in term’s of survival. How do like these idea guys?
Retaliation is kind out out of places i say give fire the quickness and air super speed. I would love to see these aoe but keep them low duration / stacks.
So fire would be say 2 sec of quickness aoe air would be 3 sec of super speed aoe water would be 2 sec of resistance aoe and earth would be 2 stack stab 3 sec aoe.
It would be nice if they timed things right where the pets from glyph’s would get these buffs too when you cast them but at the same time add in an icd for these boons so you cant simply spam them with the active pet’s moves say 5 sec. That and make them pets act a bit more like ranger pets with a duration where there hp will hit 0 but they will not comply die if they are still in there duration (ele pets are super easy to kill and its a long cd for the next one).
A bit outside of this the arcain should some what oposit these boons. Fire would be a 3 sec slow air would be a blow out earth would be a 4 sec root and water would be a 4 sec chill with an icd of 5 sec.
I think adding icd keeps these effects from becoming perma with one ele but at the same time lets them become much stronger then 2 sec effects. That and i feel arcain should not be about condition dmg at all.
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(edited by Jski.6180)
I’d rather get rid of the boon generation aspect altogether and add something more suitable to the Glyph trait. Glyphs already force you to choose a particular attunement to get a specific effect from the glyph itself. Granting a boon that’s ALSO dependent on attunement means you can only choose between one or the other, which would only be magnified if the boons were especially good as the OP suggests. It would cause a conflict where you want 2 different things from your Glyph but can only choose based on one of those things, because both are based on different attunements.
And we already have a ton of boon generation tools besides that, most of which are better than Inscription / Glyphs. I’d rather they get a unique niche.
I would not agree with degrading arcane skills. Arcane of magic so it should have their corresponding utilities, arcane utilities.
For Glyphs – Inscription – you can choose glyph effect w/o need to attune to particural element. That mean new UI – Glyph Management and you thick which glyph should always trigger element specific glyph.
In that way Inscription would be more valuable.
Second thing – Inscription – cast time halved.
Even more valuable.
In gw1 there was glyph that make your next cast instant. Lack of glyph+meteor showe= instant meteor shower. How you guys endure it? master of elements that can’t cast his skill fast even with glyph. In gw1 lore glyphs were very important, becouse w/o them there was no attunement swap. Its make so much sense, at least to me.
^That one perfectly suit air? Yet not present.
Edit – in pve almost always take two elementals on adventure and check if have inscription. So its definitely provide survi + ele bodyguards, it is like that and don’t know how it would look like w/o it.
(edited by Mem no Fushia.7604)
I’m inclined to agree that Inscription should be moved out of Air and that Arcane would be the ideal line to swap with, especially so if Inscription maintains its Master level trait position and one of the current Arcane Master traits are buffed into a GM trait.
The other thing I’d like to see is Inscription changed from boons to increased Glyph duration. -20% Cooldown, +20% Duration.
This would mean:
GoEP = 100% uptime when traited (36s duration, 36s cd)
Storms = 25% uptime (12s duration, 48s cd)
Lesser Elementals = 69% uptime (72s duration, 32s cd after death)
Elementals = 50% uptime (72s duration, 72s cd after death)
GoEH would lose a bit from this. Perhaps the base boon durations would be buffed a tad to compensate, if needed. Such as…
Fire is fine at 20s of 3x Might (24s traited)
Water to 15s Regen (18s traited)
Air to 15s Swiftness (18s traited)
Earth to 5s Protection (6s traited)
For Glyph of Renewal, the duration would only affect the Fire ability, but that glyph probably needs to be scrapped reworked anyway (along with many other revive utilities).
If air glyphs gave quickness, that’d actually make them very worth using. It’d be great if ANet implemented something like that.
Elementals being remotely useful would be nice. Every elemental storm besides Sandstorm being slightly useful would be nice too.
I think the reason behind it is that the various non-arcane utility skill types are all at least elemental in nature, even if (apart from glyphs) they’re set up so that each category has one of each element. Conjures are probably in Fire because two of the conjures are Fire. Signets are in Earth because they’re inscribed in metal, crystal, or stone. Cantrips are in Water probably because the trait is water-like in its effect. Glyphs being in Air may well be connected to Glyph of Storms – because let’s face it, the effect of that glyph is at least air-related even if it’s used from another attunement.
Arcane skills are different in that they’re not actually elemental energy, but pure magic (likely the same ‘flavour’ of magic as usually used to conjure elemental effects, but nevertheless, it’s not air, water, fire or earth). Therefor, it goes into the trait line that refers to the magic that elementalist have generally, not a specific element.
That said, I can definitely see ways in which swapping them around would be beneficial (and hey, Elemental Surge does have an effect called ‘Arcane Lightning’). If the name of arcane skills could cause confusion, it could be changed back to ‘Energy’ as per GW1.
One problem I can foresee, though, is that it would be splitting the traits relating to arcane skills (there’s also Final Shielding to consider, after all).
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