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Let's repost our balance suggestions
Already quit PvP. Just log in here and there to troll.
Elite changes:
Rebound: Recharges all attunements, 60 seconds cooldown
Tornado: aoe cast
FGS: added a block skill and damage increase
Superior Glymph of elemental: elemental stays summoned until it dies
Scepter:
Increased the range to 1200 when wielding a Warhorn (with warhorn trait)
Warhorn: Replace with sword, make 20 new skills
Dagger:
Churning Earth, 20% damage buff on full cast, option to detonate early for less damage
Ride the Lightning, reduced cooldown.
Improved fire and water auto-attack
Utilities:
Mist Form, with new fire trait: Apply 1 stack of burning and poison every second
Ice Bow: 100% damage buff in PvP and WvW
Overload:
Water overload: Float ennemies around, Waterfield
Staff:
Burning Retreat: aoe Flameblast on cast
Meteor: 10% damage increase
Fireball: 25% speed and velocity increase
Lava Font: ticks as soon as it goes down
Static Field: Removal of the delay on cast
Gust: aoe target-able, 33% faster projectile
Chain lightning: hits 5 target, 25% faster projectile
Eruption: 50% faster animation, 20% damage buff
Unsteady Ground: cause bleeding
Magnetic wave: aoe target-able, 33% faster projectile and 50% damage increase
Water auto attack: does something
(edited by Xillllix.3485)
NERFS
“Wash the Pain Away!” Reduce the heal amount to allies by 50%. As compensation, increase the area of effect to the first and second pulse to 240 radius and 360 radius respectively, up from 180 and 240 radius.
Frost Aura Applies the chill only if the target is within 600 range. This is also a Reaper nerf.
Diamond Skin (Already looked at)
Overload Earth Protection applied to allies is now the same as the one applied to yourself. 1 second of protection pulsing while channeling and up to 3 seconds upon completing the overload.
BUFFS
Staff
(I did not think about Scepters and Daggers since I don’t play them, though, I read the scepter threads.)
Lava Font : First instance of the damage occurs immediately after the cast. (Instant First tick).
Lighning Surge : Reduce cooldown to 5 seconds from 10 to better match cooldown with Fresh Air.
Gust : Add minor damage on impact.
Magnetic Aura : Apply cripple for 5 seconds in a 300 radius around the player on cast. Reduce cooldown to 25 from 30.
Shockwave : Improve power ratio to 1.0 from 0.5. Increase bleeding stacks to 3 from 1, reduce duration to 8 from 20. Reduce cooldown to 20 from 30.
Healing Rain: Reduce cast time to 1 seconds from 1 1/2 seconds.
Traits
Inscription: Increase the might gained from casting glyphs while attuned to fire to 3 stacks from 1 stack. Additionnaly, it now reduces the cooldown of the summoned elemental special ability cooldown by 20%.
Weak Spot: Increase the Vulnerability Stacks on critical strike to 2 from 1.
Earthen Blast : Add 3 stacks of bleeding for 3 seconds in the 240 radius when swapping to Earth.
Serrated Stones: Applying Cripple also applies 5 seconds of Bleeding (3 seconds ICD); Applying Bleeding also applies 2 seconds of Cripple (10 seconds ICD). Improve damage dealt against bleeding foes by 5%; improve critical chance against Crippled foes by 5%. Increase Bleeding and Cripple duration by 20%.
Lightning Strike : Increase range to 1200 from 900.
Renewing Stamina : Reduce recharge to 4 seconds from 10. Reduce duration to 3 seconds from 5.
Elemental Attunement : Increase the radius to 360 from 240.
Conjurer : Combine One with Fire and Conjurer together as a single trait.
New trait to replace One with Fire: Element of Purification : Applying Fire Aura cleanse 1 damaging condition and increases damage dealt by condition by 5% and damage by 5 % for the duration of the Aura.
Pyromancer’s Puissance : Bonus (Minor and Major traits) from Fire Attunement now lingers for 5 seconds after swapping from Fire Attunement.
UTILITIES
Arcane Shield Reduce cooldown to 50 seconds, down from 75 seconds.
Arcane Power Reduce cooldown to 40 seconds, down from 45 seconds. Additionnally, improves Ferocity by 250 for the duration of the spell.
Arcane Blast Reduce cooldown to 15 seconds from 20 seconds. Additionnally, the spell now launches 3 projectiles in a barrage to the target with a 100% projectile finisher. Damage is improved by 10%, but splitted in 3 instances of damage.
Arcane Wave Reduce cooldown to 20 seconds from 30.
Arcane Brillance Reduce cooldown to 15, down from 25 seconds. Short cooldown healing skill.
Signet of Restoration Clears one condition when casted.
Signet of Water Now also removes chill every 10 seconds in addition to the regular condition clear. When activated, gain Frost Aura on successful hit in addition to the chill on the target.
Signet of Fire Now grants Fire Aura on successful hit in addition to the burn on the target.
Glyph of Elemental Harmony Increase healing value to 6,490 (1.0), up from 4894 (0.75).
Glyph of Elemental Power Reduce cooldown to 40 seconds, down from 45 seconds.
Eye of the Storm Now grants a static charge to allies for 10 seconds in addition to the old effect, similar to the effects upon completing air overload.
Tornado: Changed to Signet of the Wind which passively improve vitality, thoughness and healing power by 80. Tornado now applies the first instance of damage instantly after a succesful cast and the last tick applies at the very end of the transformation. Raise the pulsing stability stack to 5 up from 1 every three seconds. Additionnaly, clears 3 conditions every 3 seconds. And finally, enemy combo fields are inneffective while under Tornado (it does not affect the regular effects of the ability causing the combo field).
Conjured Weapons
-Reduce initial cooldown to 45 seconds from 60.
-Reduce Fiery Greatsword cooldown to 120 from 180 seconds.
-Improve visibility between allies’ and enemies’ conjured weapon.
-Drastically reduce the delay to pick up Conjured Weapon (or Bundles) when already on the floor.
Conjure Earth Shield
Passive stats : -Remove vitality from the passive stat gains since it is immediately lost when the Conjured Weapon is discarded.
-Add Concentration (20% boon duration) to the passive stat pool.
Stone Sheath : Increase radius to 360. Each enemy hit grants two seconds of Retaliation. Reduce cooldown to 5 seconds from 8.
Magnetic Surge : Add a Leap Finisher to the skill.
Crippling Shield : Add a Projectile Finisher to the skill.
Lightning Hammer
Static Field : Allow the wielder to move while casting. Allow to target the field in the area instead of a Point Blank Area, 600 range.
Wind Blast : Improve damage to match Guardian Hammer’s Banish.
Auto Attack : Reduce auto attack windup to match the indicated cast time.
Conjure Flame Axe
Ring of Fire : Update this Ring of Fire to match the current iteration of Ring of Fire on Dagger.
Auto-Attack : Rework the auto attack to include a chain in melee, which could include some evade frames.
Conjure Ice Bow
Auto Attack : Completely rework the auto-attack. Fire a shard of ice that shatters on impact, Bleeding and dealing extra damage to enemies behind the impact. 1 stack of bleed for 3 seconds, 320 (0,6) damage ; 2 stacks of bleeding for 5 seconds, 384 (0.72) damage to target behind. 900 range.
Frost Fan : Increase chill duration to 2 seconds from 1 seconds (to compensate the chill stack limit). Struck enemies and allies now leave a regenerative mist on impact that pulse heal every seconds for 204 (0,2) over 3 seconds.
Ice Storm : Do an evasive leap away from target area while shooting a volatile shard of ice. Detonate midair for multiple explosions of ice. Detonates into 5 shards that cripple and bleeds.
BUG FIXES
Elemental Enchantment Fix the issue causing the overload cooldown to reset back to 20 seconds when swapping out of the element causing the overload.
Written in Stones Fix the issue causing signets buff duration not matching the signet cooldown due to the aftercast. Aftercast duration now adds to the buff duration.
Tempest Defense Fix the issue that prevents Lightning Rod from receiving the damage increase portion to disabled target. (https://www.reddit.com/r/Guildwars2/comments/3x9941/lightning_rod_is_not_working_properly_video_proof/)
Lightning Rod Fix the issue that causes the lightning strike to be blocked or dodged upon sucessfully interrupting a dodging or blocking target. (https://www.reddit.com/r/Guildwars2/comments/3x9941/lightning_rod_is_not_working_properly_video_proof/)
Global:
-Chill no longer affects Attunement recharge/swap recharge
Scepter:
-Cast times and aftercast delays dramatically reduced for ALL auto-attacks
-Damage buff to Arc Lightning
-Reduce drop time of Dragon’s Tooth
-Rework of Shatterstone. Lots of options here
-Damage buff to Lightning Strike, add short delay+audiovisual cue before lightning strikes target
-Increase Toughness from Rock Barrier
-Increase attack speed and projectile speed of Hurl
-Slightly increase speed of Dust Devil, knockback added to Dust Devil
Focus:
-Fire Shield: reduce cool down or add functionality to it
Off-hand Dagger:
-Ride the Lightning: cool-down penalty no longer applies as long as RtL is used with a target
-Churning Earth: either dramatically reduce charge-up time or allow it to be detonated early (more damage/bleeds the longer it’s held down)
Staff:
-Have Lava Font tick damage instantly
-Reduce overall “clunkiness” (not sure how to achieve this without making Staff OP, but as it stands it is pretty kitten clunky)
Skills:
-Glyphs: Remove stun break on Glyph of Elemental Power (not sure which Glyph would get the stun break though without reworks); make Glyph of Elementals/Lesser Elementals maintainable
-Signets: Buff Signet of Water to remove Chill in addition to one other condition every 10 seconds
-Conjures: Not sure, they all need major reworks to make them attractive picks, especially Earth Shield and Lava Axe
-Arcanes: Lower Arcane Shield and Arcane Power cool-downs, add functionality to Arcane Blast (multiple projectiles?)
-Cantrips: Lower Armor of Earth cool-down
Elites:
-Lower FGS cool-down to make it maintainable
-Rework Tornado entirely. Have it reflect projectiles, pulse Resistance and pull enemies into its AoE. Increase damage, remove all other effects (blind, knock-down, etc.)
-Glyph of Elementals: should be maintainable unless the Elemental is killed
-Rebound: short period of invulnerability after it saves you, OR increase healing. Better audiovisual cue when it saves you.
(edited by Glenstorm.4059)
-Glyphs: Remove stun break on Glyph of Elemental Power (not sure which Glyph would get the stun break though without reworks); make Glyph of Elementals/Lesser Elementals maintainable
Never do that. Never, never, never. If you’ve never used Glyph of Elemental Power before, don’t suggest anything like that.
-Glyphs: Remove stun break on Glyph of Elemental Power (not sure which Glyph would get the stun break though without reworks); make Glyph of Elementals/Lesser Elementals maintainable
Never do that. Never, never, never. If you’ve never used Glyph of Elemental Power before, don’t suggest anything like that.
I’ll admit, I haven’t. The skill seems schizophrenic to me. It seems like it’s meant to be used frequently to power your next spells up, but you would typically want to save stun breaks to use when you’re CC’d.
How do you you use it?
(edited by Glenstorm.4059)
Weapons:
-Scepter: Better autoattacks, mostly.
-Staff: Improve Air #2. Shorter cast time preferred but cd would work too. The real problem (for me) with Staff Air is that there’s nothing to do while in it. #1 and #2 aren’t great, and 3-5 are situational. While it too would be made more situational, a quick blind is another reason to swap to Air in staff.
-Focus: Fire shield cd reduced to 30s.
-OffDagger: Churning earth pulsing/channeled damage instead of at the end. Frost aura cd reduced to 30s.
-Warhorn: Water/Air feel a little clunky to me. Not sure on changes.
Utilities:
Arcanes:
Lower cds for the most part + moving Elemental Surge to Master tier.
Glyphs:
-Lesser Elementals – Change their effect to a pulsing aoe buff/debuff that is activated/deactivated at will (perhaps with a cd after deactivation).
-Greater Elementals – Lasts until death, improve active effects (fire esp.)
-GoEP – Increase proc chance to 100% or lower the icd to 2-3s. 25% proc chance + one proc every 5s seems redundant.
-Renewal – I can’t speak much on them as I’ve never, ever had a reason to use the revive skills on any class.
Conjures: I’d like to have these as a weapon switch instead. As they are now could use a significant cd reduction (60s to 30-kitten , 180s to 90-120s).
Cantrips: Not much to say here. I wish Lightning flash were 1200, but not a big deal.
Shouts: Fine except Rebound. Also love Alekt’s idea of Light Aura on Eye of the Storm.
Signets:
-Water feels seriously bad to me. Chill is far too weak of an active. Perhaps significant Vulnerability stacks? (15 for 10s). Another option might be to swap the effects; Passive: Every 10s your next attack chills. Active: Cleanse conditions or grant resistance.
-Arcane: New Elite Signet with ‘Recharges all attunements’ active. Perhaps something simple like 15% Boon duration passive.
Traits:
-Fix Inscription to +3 Might.
-Get rid of “One with Fire” completely (or combine with Conjurer, as Alekt said).
-Elemental Surge to Master tier.
-Lucid Singularity, Something.
-Serrated stones (I liked Alekt’s idea of Cripple applying bleeds).
As for nerfs. I’m not sure what to nerf exactly.
-Dagger shocking aura increased to 30s? (Mostly to match the others. It may be fine).
-Wash away the pain feels like it heals me a lot more than other heals. I usually play alone so I can’t say how effective it is with allies.
-I’m not big on pvp but I hear a lot of complaints about too much sustain (auras specifically for Ele). It sounds like that’s not just an Elementalist issue though and may need to be addressed (if it’s a problem) at the core.
-Glyphs: Remove stun break on Glyph of Elemental Power (not sure which Glyph would get the stun break though without reworks); make Glyph of Elementals/Lesser Elementals maintainable
Never do that. Never, never, never. If you’ve never used Glyph of Elemental Power before, don’t suggest anything like that.
I’ll admit, I haven’t. The skill seems schizophrenic to me. It seems like it’s meant to be used frequently to power your next spells up, but you would typically want to save stun breaks to use when you’re CC’d.
How do you you use it?
You use it before fight, and revel when you use it so well, you manage to break stun on the right attunement, this is mostly on the second use of the glyph since fight are usually longer than 45 seconds (or 36 when traited). Use that on condi builds, mainly. Stun break is optional; but it saved me so many times on my old condi build.
Please make air overload groung targeting, so we will not insta implode, as fresh air marauder, in the middle of a team fight. Thanks.
And yes please, some love to auto attacks, but be carefull to buff scepter air 1 .
Dagger air auto is balanced because require you stay melee, have a strong auto in air could be too much, since we have fresh air and It’s has 900 range
(edited by lucadiro.4519)
Make Chruning Earth work like Dragon Tooth. You drop it below you, and it detonates on its own after the delay instead of self-stunning yourself for a ridiculously long cast that never lands on anybody with a brain and is a DPS loss in PvE.
Reduce the cd of fire grab down to 25 secs base. I don’t understand how something that barely does the damage of a warrior’s eviscerate and requires the target to have a condition on them has such a hideously long cooldown when backstabds can be done every 6 seconds and hit for more.
Make Warhorn’s lightning orb a stationary cast that damages the enemies in its range. Make the water field on warhorn targetable as well, its moving nature helps no one.
Warhorn’s Fire Sync needs to be un-nerfed, fire 5 needs its power scaling buffed so the pulses on a power spec are worthwhile.
Warhorn’s earth 4 needs to give the magnetic aura not only to yourself, but allies. Earth 5 should also apply weakening/cripple pulses.
Air 4 for warhorn should pull the targets to you and travel faster.
If the shouts stay as is, they need to have their cd lowered. Fire aura should be looked at, it’s worthless getting hit for a third of your health only to proc a single stack of might.
Water Overload needs to pulse out healing outwards, clear conditions on pulse, and give vigor at its burst.
The trait for stability on overload cast needs to give 2-3 stacks of stability with a duration of 4 seconds.
Swiftness on overload cast is worthless considering swapping to air attunement already gives you swiftness and swiftness is such a saturated boon across classes. Switch it so after successfully casting an overload allies gain 2 seconds of quickness.
The warhorn trait should reduce warhorn and overload cooldowns by 20% on top of what it already does to become attractive compared to heals on aura.
-Glyphs: Remove stun break on Glyph of Elemental Power (not sure which Glyph would get the stun break though without reworks); make Glyph of Elementals/Lesser Elementals maintainable
Never do that. Never, never, never. If you’ve never used Glyph of Elemental Power before, don’t suggest anything like that.
I’ll admit, I haven’t. The skill seems schizophrenic to me. It seems like it’s meant to be used frequently to power your next spells up, but you would typically want to save stun breaks to use when you’re CC’d.
How do you you use it?
You use it before fight, and revel when you use it so well, you manage to break stun on the right attunement, this is mostly on the second use of the glyph since fight are usually longer than 45 seconds (or 36 when traited). Use that on condi builds, mainly. Stun break is optional; but it saved me so many times on my old condi build.
Still seems counterintuitive to me, but I’ll defer to your experience with the skill.
Maybe remove that 7% Protection effect increase for Tempest and replace it with some offensive trait? Just not another damage modifier.
[SALT]Natchniony – Necromancer, EU.
Streams: http://www.twitch.tv/rym144
Maybe remove that 7% Protection effect increase for Tempest and replace it with some offensive trait? Just not another damage modifier.
Without it, you can’t go marauder in a viable fashion.
-Glyphs: Remove stun break on Glyph of Elemental Power (not sure which Glyph would get the stun break though without reworks); make Glyph of Elementals/Lesser Elementals maintainable
Never do that. Never, never, never. If you’ve never used Glyph of Elemental Power before, don’t suggest anything like that.
I’ll admit, I haven’t. The skill seems schizophrenic to me. It seems like it’s meant to be used frequently to power your next spells up, but you would typically want to save stun breaks to use when you’re CC’d.
How do you you use it?
You use it before fight, and revel when you use it so well, you manage to break stun on the right attunement, this is mostly on the second use of the glyph since fight are usually longer than 45 seconds (or 36 when traited). Use that on condi builds, mainly. Stun break is optional; but it saved me so many times on my old condi build.
Still seems counterintuitive to me, but I’ll defer to your experience with the skill.
Well, it’s a bit like the warrior shout “Shake It Off!”. Sometimes you use it only for condition removal, sometimes only for stun breaking, sometimes for both.
My suggestion is for the development team to start taking suggestions.