Just for fun: condi traits

Just for fun: condi traits

in Elementalist

Posted by: Glenstorm.4059

Glenstorm.4059

I’d love to see more impactful condition damage traits for us. What do you guys think?

Choking Fumes: Replaces Power Overwhelming. Gain Condition Damage equal to 10% of your Power. Blast finishers you execute on Fire Fields cause Poison for 5 seconds.

Serrated Stones: Bleeds you apply last 20% longer. When you apply Bleeding, you also apply Torment for 4 seconds (10 second ICD.)

Strength of Stone: Gain Condition Damage equal to 10% of your Toughness. Bleeding, Torment and Cripple you inflict have greater effectiveness (Bleeding and Torment tick for 20% more damage, Cripple slows movement by 60%.)

Piercing Shards: While in Water Attunement, your skills Bleed Vulnerable foes (1 stack, 3 seconds, 5 second ICD.) Vulnerability you apply lasts 33% longer.

Frostbite: Replaces Soothing Power. Chill you apply also causes Torment for 6 seconds (10 second ICD.)

Fear the might of SHATTERSTONE.

(edited by Glenstorm.4059)

Just for fun: condi traits

in Elementalist

Posted by: Dahir.4158

Dahir.4158

that would be soooooooooooooooooooooo sick omg

Broski

Just for fun: condi traits

in Elementalist

Posted by: reikken.4961

reikken.4961

mm yeah that would be neat for sure
and doesn’t seem like it would be OP either

Just for fun: condi traits

in Elementalist

Posted by: Tomiyou.3790

Tomiyou.3790

One of the best recommendations, would be amazing if they were included in the game.

Just for fun: condi traits

in Elementalist

Posted by: Glenstorm.4059

Glenstorm.4059

Glad you folks like em. This is just a pipe dream since I don’t think this will ever happen, but I would be ecstatic if it did, even one or two.

I haven’t really given much thought to the numbers beyond not making them blatantly OP at first glance; they can be changed as seen fit.

I also haven’t taken into account their interactions with Conjures.

Fear the might of SHATTERSTONE.

(edited by Glenstorm.4059)

Just for fun: condi traits

in Elementalist

Posted by: Cecilia.5179

Cecilia.5179

+1 These are all strong changes. I love the idea of Serrated Stones adding Torment.

Necromancer Rights Advocate
Restart WvW: https://forum-en.gw2archive.eu/forum/game/wuv/Clean-The-Slate/first#post6208959
#CleanTheSlate

Just for fun: condi traits

in Elementalist

Posted by: Dahir.4158

Dahir.4158

if that fire trait with poison ever comes into effect i can finally drop sigil of doom!

Broski

Just for fun: condi traits

in Elementalist

Posted by: Glenstorm.4059

Glenstorm.4059

if that fire trait with poison ever comes into effect i can finally drop sigil of doom!

;) That was what inspired me to come up with it. I hate the idea of running a sigil just for Poison (as powerful as it is), and I think it fits thematically too.

If these traits seem a bit too powerful, I’ve taken care to ensure that they either compete with current “meta” traits or are attractive options in tiers that are lacking. For example, Choking Fumes and Strength of Stones compete with the excellent Training traits, Serrated Stones competes with Elemental Shielding, while Piercing Shards and Frostbite provide attractive alternatives to Soothing Ice and Cleansing Water/Powerful Aura, respectively.

Fear the might of SHATTERSTONE.

(edited by Glenstorm.4059)

Just for fun: condi traits

in Elementalist

Posted by: Wolfric.9380

Wolfric.9380

I also like more condi traits. Strength of stone seems to complicated. I would go like this.

lower the ICD of Burning precision to 3s.
One with fire: Give it 100% fire aura duration.
Power Overwhelming: A simple another 20% burn duration would also be a neat and easier buff.
Blinding ashes: Make ICD better again and give it 6sec. (we had 5 now

Serrated stones: Here should be the poision. Instead of +5% damage inflict 3s of posion when you bleed someone (ICD 5s). Keep the bleed duration.
The problem here is as tempest you usually need the protection on aura if you take earth.

Strength of Stone: Add: 50% chance on a critical hit to apply 5s weakness (ICD 10s)

Change the -10% damage absorb in baseline to a +10 or better +20% condi duration. so make it offensive.

Water is no full condi element. While of course buffing it for that is nice it feels to much and unfiting.


Other buffs:
Scepter: change the bleeding from the last earth autoattack to poision.
lower the cast time and direct damage of flame strike 25% so it aplys more burn.

Focus: lower CD of fire aura to 20s, lower CD of gust to 30s

Offhand dagger: replace chunning earth to be a instant 180 rad 200 knockback that inflicts 2 beelding stacks on 30s CD.

Just for fun: condi traits

in Elementalist

Posted by: Mem no Fushia.7604

Mem no Fushia.7604

Condi traits:
Serrated stone: whenever apply cripple you apply bleeding, Bleeding increase duration increased by 20%.
Rock solid: grant stab to allies when attune to earth and weakeness to enemies. When enemy attack glance at you, you apply 2 stacks of torment.
Strenght of stone: gain condi dmg based on thoughness. Applying cripple or bleeding to enemies grants you 5 thoughness, stacks up to 20 times.
Shooting Power deleted and istead: Vulnerable Confusion: every 5th vulnerability you apply also confusion.

Special condi immune traits:
Geomancer’s training: gain massive resistance to cripple when attuned to earth. Reduce earth skills recharge by 33%.
Aquamancer’s training: gain massive resistance to chill when attuned to water.
Reduce water skills recharge by 33%.

Just for fun: condi traits

in Elementalist

Posted by: Jski.6180

Jski.6180

Torment on chill something ele should of had for some time i am not sure why it never happen. The ideal of chilling some one fits so well with torment as in you make some one so cold that its painful and even more painful to move.

Main : Jski Imaginary ELE (Necromancer)
Guild : OBEY (The Legacy) I call it Obay , TLC (WvW) , UNIV (other)
Server : FA

Just for fun: condi traits

in Elementalist

Posted by: Dahir.4158

Dahir.4158

Torment on chill something ele should of had for some time i am not sure why it never happen. The ideal of chilling some one fits so well with torment as in you make some one so cold that its painful and even more painful to move.

nearly every class has torment but the ele… even warrior has it

Broski

Just for fun: condi traits

in Elementalist

Posted by: Jski.6180

Jski.6180

Torment on chill something ele should of had for some time i am not sure why it never happen. The ideal of chilling some one fits so well with torment as in you make some one so cold that its painful and even more painful to move.

nearly every class has torment but the ele… even warrior has it

There a lot of things ele dose not have that most classes do that is part of the uniqueness of the ele class to a point. Its just the chill doing dmg seems more like an ele thing as in ice elemental from fractal had a frost bite effect that was torment before they added in torment (it did not do more dmg for moving but it was like bleed but lower tick yet higher / faster stacking).

Main : Jski Imaginary ELE (Necromancer)
Guild : OBEY (The Legacy) I call it Obay , TLC (WvW) , UNIV (other)
Server : FA

Just for fun: condi traits

in Elementalist

Posted by: Alekt.5803

Alekt.5803

I am not a fan of elementalist deviating from their main elements; burning and bleeding.

A few considerations.

Look at the trait Earthen Blast. It was arguably weaker than Sunspot before Sunspot got redesigned to grant a Fire Aura. Yet, Earthen Blast has remained the same over time. I say that they should add a unique effect. High bleeding on a short duration for burst condition. 3 bleeding stacks for 3 seconds; or 5 bleeding stacks for 2 seconds.

Serrated Stones. The idea about Cripple and Bleed seems to have catched up. When bleeding(ICD), apply cripple; when crippling, apply bleed (ICD). Increased damage on bleeding foes, increased critical chance on crippled foes. Cripple and bleeding duration.

Strenght of Stones will need some rework with the removal of settler amulet. Thematic conditions to earth is bleed, cripple, weakness. I’d also like to see more power oriented traits on earth. Such trait could even give a power ratio to bleed.

Alerie Despins

(edited by Alekt.5803)

Just for fun: condi traits

in Elementalist

Posted by: MyPuppy.8970

MyPuppy.8970

I am not a fan of elementalist deviating from their main elements; burning and bleeding.

What about chill? I wish we had more access to chill without having to be hit. Or a trait like burning ice: chilled foes are also burnt. Could make rune of the elementalist useful for once.

Lily Bertine [NG]/[GiRL]
Nerfentalist of Augury Rock

Just for fun: condi traits

in Elementalist

Posted by: Mem no Fushia.7604

Mem no Fushia.7604

Some hints that to what traits could recall to make skills/mechanics inflict conditions and work around it.

Earth is also what its in inside: sulfur that could erupt poisioning enemies, using sulfur on attack on burning foes could have additinal damage. Carbon makes the one of the strongest materials: diamond it could pop from the ground and hard cc enemies. Others gems could play also role. Especialy jade and amber. From game especialy obsidian: for example obsidian flame was gw1 skill will unblockable dmg eventually orichalcum could have its use in weapon set. Crystals in gw1 were also infused with magic like elementals: there were Crystals Elementals and Crystal Spiders we could adpot those. Moving sands as field to immobilize.

Water is all about liquid: mercury could levitate in the field and accumulate into tremondous object to explode for burn and poision. Most living things are built with water so we could take control over their movements to attack their allies or just size them, rise above and crush into ground. We have wihirlpool but only in water combat, when one as aoe field would be also nice. Water is especialy nice one becouse have 3 states of matter: there could be chain skill that use 3 of them in proper thematical way. It would be water doing dmg and cutting enemy for bleeding, it would be ice to chill and bleeding and cripple and it would steam to high dmg and burn.

Air lightning and electricity have many uses, but mostly will do the same thing its rather about diviersity of those in animation’s face. Due to electricity many live things can perceive world around. So marking all movement even stealth ones won’t be a problem. Striking with much power can hard cc and burn.

Fire is also sun, so spotlight as sigle target from sky or spotlight field for aoe or quants and their movement speed for mobility.

I don’t know if I would like to see more variety of attacks that are somehow around elements, avoid strice-elements image. Somehow I’m content with that how its sticks to stricte – elements. Less I’m content with some animations and ideas. Definitely I’m not content if in traits we can’t show rest about elements: can’t huge fire or rock fear enemy? can’t ice shard that fall on his head confuse him? can’t imobilize from shockwave torment hit folk? There would be so much to it. That could be introduced into traits.