Resident deaf elementalist – Tarnished Coast
Everyone needs a little optimism!
Everyone needs a little optimism!
I won’t pretend to know all about elementalists but I’ve always had theme and playstyle in mind whenever I play a game.
I’m not going to list all of the traits that should be changed or removed. Instead, I’m going to talk about how the whole points-into-traits should work and why it should be relevant in creating a specific build that reflects its theme and intended playstyle. Of course, that’d affect some traits but you get my meaning.
First off, Elementalists have always struck me as that profession that made, or should have, some very versatile playstyles possible. However, the way it’s set up, traits are put into their respective adept, master, and GM categories based on how strong they are, not what they do or how they affect a build.
Here’s my idea: make it so that traits for 1-15 be useful across the board, no matter what attunement you are in. Then, put attunement specific traits up there for 20-30.
My reasoning goes like this: elementalists seeking a balanced build may opt to put points evenly across the board, spawning 15/15/15/15/10 builds. While there are elementalists who want to specialize in one or two elements, spawning 20/20/10/10/10 or 30/10/10/10/10 builds and the like. That way, builds get massive variety based on which attunement you want to use the most.
Secondly, to reduce dependency on the arcana trait line, Evasive Arcana should be split into (5) or (15) minor traits, OR worked into alactrity (cooldown reduction) and then put into the master traits or (20) minor traits. Elemental Surge is an excellent example of reflecting its multiple attunement nature while being tied to utility skills. The second GM arcana trait should be like that.
That’s all. Discussion and feedback is welcome.
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