STAFF
- Fireball: Reduce the aftercast by .25 seconds and increase the projectile speed by X%.
- Replace X with a number where its percentage would allow it to actually hit a moving target thus making it viable, and the aftercast of a skill should never be nearly half of the actual cast time of said skill.
- Burning Retreat: Increase the power contribution by 100% (146 damage @ 2,375 power versus its current 93), increase the burning duration to 2 seconds, and add the functionality of pass-through burning at 2 stacks for 4 seconds.
- Let’s add some offense to staff’s defense.
- Meteor Shower: Reduce the cast time by .75 seconds.
- Let’s shave this down to 3 seconds to make it more viable.
- Water Blast: Reduce the aftercast by .25 seconds, increase the power contribution by 100% (435 tooltip damage at 2,375 power versus its current 278), and increase the projectile speed by X%.
- See Fireball.
- Ice Spike: Reduce the cast time by .5 seconds.
- This is the Elementalist version of Mind Stab albeit slightly more powerful. Double the cast time is agreeable, quadruple the cast time is not.
- Frozen Ground: Add the functionality to this skill that that it also pulses 2 stacks of vulnerability for 10 seconds every second.
- This skill is fairly lackluster in PvE and PvP; let’s change that.
- Healing Rain: Reduce the cast time to 1 second, reduce the radius to 360, reduce the regeneration to 2 seconds, and reduce the duration to 3 seconds with it pulsing every second.
- This skill currently does very little given the current speed of combat. Let’s speed it up while shaving it a little.
- Chain Lightning: Reduce the aftercast by .25 seconds, increase the power contribution by 50% (787 damage @ 2,375 power versus its current 613), and increase the projectile speed by X%.
- Replace X with a number where its percentage would allow it to actually hit a moving target thus making it viable. Air is modeled as the fast-hitting power attunement; this skill shouldn’t be slow or hit like a wet noodle.
- Lightning Surge: Reduce the cast time by .5 seconds and increase the radius to 240.
- Reducing the cast time to 1 second would make it a lot more viable while still maintaining the slower theme of the staff, and a radius increase offers better on-point defense.
- Gust: Increase the projectile speed by X%.
- Replace X with a number where its percentage would allow it to actually hit a moving target thus making it viable.
- Windborne Speed: Change the functionality of this skill to instead grant 5 seconds of superspeed and increase the cooldown to 30 seconds while still curing crippled, immobilized, and chilled.
- This will give the staff better disengage for the Elementalist and any teammate(s). Offensively, it will give the Elementalist or teammates better chasing ability.
- Stoning: Reduce the after cast by .35 seconds and add 1 stack of bleeding for 5 seconds.
- Earth is the second condition-themed attunement. Let’s give the the staff a little more condition damage while in it and take away most of its aftercast which is close in duration to the actual cast time.
- Eruption: Reduce the delay to 1 second, reduce the cast time to by .25 seconds, and reduce the radius to 240.
- Let’s make this skill viable beyond downed bodies and small capture points while also shaving its radius.
- Shock Wave: Change the 1 stack of bleeding for 20 seconds to 4 stacks of bleeding for 5 seconds and increase the power contribution by 200% (988 tooltip damage at 2,375 power versus its current 464).
- Let’s make the damage appropriate for the cooldown and the condition damage actually matter.
SCEPTER
- Flamestrike: Reduce the initial burn to 2 seconds and increase the power contribution by 100% (595 tooltip damage at 2,375 power versus its current 380).
- This skill is not that great to use as a power-based Elementalist; let’s find an actual middle ground here.
- Dragon’s Tooth: Halve the time it takes for the tooth to impact.
- This skill already has a 1-second cast time and a visual that’s impossible to miss; let’s make it faster.
- Ice Shards: Add 1 stack of vulnerability for 5 seconds per hit for 3 total and reduce the aftercast by .15 seconds.
- Let’s make this skill worth using and not have an aftercast on it that’s a third of its cast time.
- Shatterstone: Increase the radius to 240.
- Let’s make this AoE more viable and give scepter something better on-point pressure while in water attunement.
- Arc Lightning: Reduce the cast time to 2.5 seconds and the aftercast by .25 seconds.
- This is the Elementalist’s version of Spatial Surge; let it do comparable (still less) damage-per-second.
- Stone Shards: Reduce the aftercast by .25 seconds.
- No skill should have an aftercast that’s half a second.
DAGGER
- Dragon’s Claw: Reduce the aftercast by .25 seconds.
- No skill should have an aftercast equal to its cast time.
- Vapor Blade: Increase the projectile speed by X% and decrease its aftercast by .25 seconds.
- Replace X with a number where its percentage would allow it to actually hit a moving target thus making it viable. No skill should have an aftercast equal to its cast time.
- Cone of Cold: Increase the healing power contribution by 100% (1,508 at 1,200 healing power as opposed to 1,124).
- Let’s make this skill a little more than something to use when everything else is on cooldown.
- Frozen Burst: Increase the power contribution by 50% (548 tooltip damage at 2,375 power versus its current 352).
- Because less than 500 damage with a 1,200 power amulet and a power rune is too sad.
- Ride the Lightning: Reduce the cooldown to 25 seconds.
- It’ll still be 10 seconds longer than Ancestral Grace, and Ancestral Grace will still be better.
- Impale: Change 1 stack of bleeding for 8 seconds to 2 stacks of bleeding for 4 seconds and reduce the aftercast by .10 seconds.
- Let’s make this skill more fluid and its condition damage actually matter a little bit.
- Ring of Earth: Increase the cooldown to 10 seconds, change the missile-blocking functionality to a 1-second block period, change the 1 stack of bleeding for 12 seconds to 3 stacks of bleeding for 4 seconds, and set the damage and conditions to occur at the end of the block.
- Let’s make this skill more defensive, increase its cooldown accordingly, and make its condition damage actually matter.
- Earthquake: Reduce the cooldown by 5 seconds.
- 45 seconds is a bit too much.
FOCUS
- Flamewall: Reduce the duration to 5 seconds, increase the power contribution of the ticking damage by 500% (248 tooltip damage at 2,375 power versus its current 76), reduce the ticking burning by .5 seconds, and add the functionality of pass-through burning at 2 stacks for 4 seconds.
- This skill is incredibly difficult to utilize beyond bleeding out downed enemies. Let’s make it much easier to use and a lot less forgiving to justify its cooldown.
- Freezing Gust: Make this an AoE with a 240 radius and increase the power contribution by 500% (651 tooltip damage at 2,375 power versus its current 199).
- Give this ability more viability and at least some pressure damage to justify its cooldown.
- Gale: Fix the tooltip.
HEAL
- Ether Renewal: Change the cast time to .5 seconds and the conditions removed to 2 while maintaining the base healing and healing power contribution.
- This skill is currently neither viable in meta PvP nor meta PvE; let’s change that.
ARCANE
- Arcane Blast: Give this skill a .25 cast time and increase the power contribution by 50% (1,140 tooltip damage at 2,375 power versus its current 884).
- Blast Gyro is still better, but at least this skill will be more desirable.
- Arcane Power: Increase the amount of affected attacks from 5 to 10.
- Someone might use it.
- Arcane Shield: Change its functionality to instead block all attacks for 3 seconds and deal its damage at the end if it blocks an attack.
- Let’s make this skill competitive in the current meta with a worse ratio of block versus cooldown than Shield of Courage.
- Arcane Wave: Give this skill a .25 cast time and increase the power contribution by 50% (1,140 tooltip damage at 2,375 power versus its current 884).
- Blast Gyro is still better, but at least this skill will be more desirable.
CANTRIP
- Armor of Earth: Decrease the cooldown to 60 seconds and change its functionality to periodically apply 3 seconds of protection and 3 seconds of 2 stacks of stability for 3 times over 8 seconds for a total of 9 seconds of protection and stability.
- Let’s make this a more defensive version of Balanced Stance with a longer cooldown.
- Mist Form: Add the functionality that this skill removes all conditions.
- If you want to see offensive Elementalist builds, you need to give them more condition removal outside of specializations.
CONJURE
- Conjure Earth Shield: Change the increased vitality to a 20% increase in boon duration.
- Crippling Shield: Add 2 bleeding stacks for 6 seconds.
- Stone Sheath: Increase the power contribution by 200% (727 tooltip damage at 2,375 power versus its current 337).
- Magnetic Surge: Increase the power contribution by 200% (910 tooltip damage at 2,375 power versus its current 422).
- Magnetic Shield: Increase the power contribution by 200% (727 tooltip damage at 2,375 power versus its current 337).
- Fortify: Change the functionality of this skill to remove 1 condition each second for 3 total and also block attacks for 3 seconds without preventing Capture-Point Contribution instead of being an invulnerability.
- The intention here is to make this skill a viable utility with good pressure and on-point defense that won’t play against the node while also adding counter-play.
- Conjure Flame Axe:
- Lava Axe: Add 1 seconds of burning.
- Explosive Lava Axe: Add 2 seconds of burning.
- Burning Retreat: See suggested Burning Retreat (Staff) changes above.
- Ring of Fire: Mirror the current Ring of Fire (Dagger) Implementation.
- Flame Leap: Change the 1 stack of burning for 8 seconds to 2 stacks of burning for 4 seconds.
- The intention here is to make this skill a viable utility with good physical and condition damage.
- Conjure Frost Bow:
- Water Arrow: Increase the power contribution by 500% (837 tooltip damage at 2,375 power versus its current 253).
- Frost Volley: Increase the power contribution by 50% (2,720 tooltip damage at 2,375 power which is still less than Volley and Barrage versus its current 2,110).
- Frost Fan: Increase the power contribution by 50% (1,904 tooltip damage at 2,375 power versus its current 1,477).
- Ice Storm: Reduce the cast time by 1.5 seconds (setting it equal to Glyph of Storms) and change the 5 seconds of bleeding to 5 seconds of vulnerability.
- Deep Freeze: Increase the power contribution by 100% (1,066 tooltip damage at 2,375 power versus its current 601).
- The intention here is to make this skill a viable utility with good damage albeit not better than the Ranger’s Longbow or the Warrior’s rifle.
- Conjure Lightning Hammer:
- Lightning Leap: Increase the base damage per level by 100%, increase the power contribution by 100% (1,688 tooltip damage at 2,375 power versus its current 844), and make it an evade.
- Lightning Storm: Increase the base damge per level by 100% and increase the power contribution by 100% (666 tooltip damage at 2,375 power versus its current 422).
- Static Field: Reduce the cast time by .25 seconds, increase the base damage per level by 200%, and increase the power contribution by 200% (910 tooltip damage at 2,375 power versus its current 422).
- The intention here is to make this skill a viable utility with good damage beyond Lightning Swing, Static Swing, and Thunderclap.
GLYPH
- Glyph of Elemental Power: Make this work with attunement swapping, reduce the weakness and crippled durations to 3 seconds each, reduce the burning stacks to 1, increase the trigger chance to 100%.
- Each foe can only be affected by this skill’s effect only once every 5 seconds anyway; let’s make it more consistent.
- Glyph of Renewal: Reduce the cast time to by 1.25 seconds and increase its cooldown to 240 seconds.
- See Battle Standard. Revival skills could actually be viable (while not necessarily optimal) if they all had a 2-second cast time.
- Glyph of Storms: Reduce the cooldown 45 seconds.
- 60 seconds is a bit too much.
SIGNET
- Signet of Fire: Change the 2 stacks of burning for 10 seconds to 4 stacks of burning for 5 seconds.
- Conditions get removed too quickly in the current meta for this to ever realize its full damage in the current meta.
- Signet of Water: Change the interval to 5 seconds.
- All such removal skills and traits with an interval of 10 seconds per removal should be changed to this.
ELITE
- Conjure Fiery Greatsword:
- Flame Wave: Add 1 second of burning per cast (4 seconds total).
- Fiery Whirl: Add 2 seconds of burning per impact (8 seconds total) and update the tooltip to reflect the actual number of impacts.
- Fiery Rush: Add 2 seconds of burning when it delivers its final damage.
- Firestorm: Add 2 seconds of burning per impact.
- The intention here is to make this skill a viable utility with good physical and condition damage.
- Tornado: Give it the same bonus toughness and vitality as Plague and increase it’s cooldown to 180 seconds to match.
- This will actually make Tornado a formidable and quite possibly desirable elite skill.
FIRE
- Burning Precision: Increase the chance on Critical Hit to 50%.
- This lines up with such sigils.
- Blinding Ashes: Make this an AoE with a 240 radius and increase its cooldown to 10 seconds.
- This will make it actually competitive.
AIR
- Inscription: Increase the protection duration to 5 seconds.
- Minor traits from other professions will still see more protection application than this trait.
- Tempest Defense: Make the damage increase work properly for all sources of disabled.
- Lightning Rod: Make this effect work properly for all sources of the Elementalist disabling an enemy.
EARTH
- Rock Solid: Increase the stability duration to 4 seconds.
- See Perfectly Weighted which is a minor trait.
- Diamond Skin: Change the Health Threshold to 50%.
- This trait will still be lackluster Given just how much other condition removal Cleric Tempest builds had to run on top of it.
ARCANE
- Arcane Precision: Increase the chance on Critical Hit to 50%.
- This lines up with such sigils.
- Final Shielding: Reduce the cooldown to 60 seconds and let it stack with Arcane Shield.
- The Elementalist has less defense than the Warrior and you grant the Warrior this courtesy.
Anyone who says Zerk is the average Joe build is an average Joe.
(edited by Velimere.7685)