Let's talk traits
We should also do a “Let’s talk skills” thread. I have a few words to say about Glyph of Elemental Power and other skills -.-;
Maybe I’ll start one tomorrow. This should also take less time than commenting on all the traits, but it’s harder to come up with suggestions too.
Arcane trait line is sort of a MUST because what separates the good elementalist from the bad is the ability to chain skills together to do heavy amounts of damage and get out of the way. Best way in my opinion and personal experience is to max out arcane for the attunement cooldown time.
Fire: RAW DAMAGE
Air: BURST BURST BURST
Earth: BLEED (condition damage and toughness builders)
Water: Supports with auras and heals
Does elemental surge work with Arcane Retribution and Final Shielding? Or is it only for arcane skills on your utility bar?
Does elemental surge work with Arcane Retribution and Final Shielding? Or is it only for arcane skills on your utility bar?
It does not work with Arcane Shield at all, so it has no interactions with Final Shielding. I’m unsure about Arcane Retribution. I’ll have to test that today.
Strange that elemental surge doesn’t work on the blast from Arcane Shield. Might be a decent combo with Retribution (replacing renewing stamina since EA’s not so great anymore). I know I at least seem to hover around about 50-100 % HP in most fights, so you might be able to trigger quite a few more control/burn conditions with procs from Retribution.
Does elemental surge work with Arcane Retribution and Final Shielding? Or is it only for arcane skills on your utility bar?
Although I’m now doubting myself, I was pretty sure that it did in fact proc on the shield’s blast. I’ve tested it a bit on the Engineer NPC in the Mists. It’s not very easy to test to be honest, but I’m pretty sure it did proc. But maybe I’m mistaken and the effect was added through some other means. I didn’t plan to use it so frankly, I didn’t test it thoroughly.
Some disagreements:
Fire stats: I did some number crunching a while back, and the way the damage formula appears to work, power just outshines precision. In fact a rough approximation of my findings is that the damage scaling from the fire and air trees is about the same, but fire does it through only one stat leaving room for condition duration. I don’t really see how fire’s stats could be rated okay, while air is rated excellent.
Burning Precision: Honestly I think people over estimate crit proc rates. Try this out on a golem in the mists, even with 50% crit rate it just doesn’t proc very often. Plus our trait lines don’t really support precision/condition builds which means you are probably running power/precision and getting low burn damage. Also last I tested it was only 1s of burning which not only is just plain weak but means that it doesn’t scale well with condition/burn duration as it relies on stacking with another burn to gain anything.
Conjurer: The problem with this trait is not simply that conjures aren’t popular, but rather how conjures are used. Most conjures aren’t worth holding onto even if they are worth using, you burn your cooldowns then drop it because the auto attacks are weak. Only Lightning Hammer and Greatsword have decent auto attacks, so this trait isn’t even useful for a lot of conjures.
Weak Spot: Another crit proc that I think is overrated. It’s not bad, but often you will be getting only around 3 stacks of vulnerability, even with fast attack rates like Arc Lightning. It’s a bit better than our 5% damage traits given the ally support, but not by much. I just wouldn’t rate it excellent.
Aeromancer’s Alacrity: This trait is pretty good in PvP for D/D and S/D. Lower cooldowns on Updraft and Shocking Aura which are both really critical spells. For S/D you get Updraft, and the lower cooldown on Lightning Strike also adds DPS, plus air is a good auto attack attunement for power scepter or MH dagger so you will use it a fair amount.
Tempest Defense: The problem with this trait is that it triggers on ranged disables, but the aura only works in melee. Combine that with 90s cooldown and it will often be on cooldown when you actually need it.
Rock Solid: Totally disagree. This trait has tons of applications. You can use stability to cover important channeled spells like Churning Earth or Ether Renewal (or any heal really) which often get interrupted in PvP. In addition you can use it to stomp players. Rather than comparing it to Elemental Attunement, combine them, now you have a mini Armor of Earth on 9-11s cooldown, and the stability gets extended by your boon duration. It takes some good timing, but you can also use it to straight up counter any stun that you can see coming. Stability is so useful in PvP, even if it’s short.
Arcane Precision: It’s bad. A 10% proc chance is just terrible, and the effects aren’t all that strong, it’s weaker than Burning Precision or Weak Spot by a huge margin, and those traits aren’t that strong to begin with.
Some disagreements:
Fire stats: I did some number crunching a while back, and the way the damage formula appears to work, power just outshines precision. In fact a rough approximation of my findings is that the damage scaling from the fire and air trees is about the same, but fire does it through only one stat leaving room for condition duration. I don’t really see how fire’s stats could be rated okay, while air is rated excellent.
Burning Precision: Honestly I think people over estimate crit proc rates. Try this out on a golem in the mists, even with 50% crit rate it just doesn’t proc very often. Plus our trait lines don’t really support precision/condition builds which means you are probably running power/precision and getting low burn damage. Also last I tested it was only 1s of burning which not only is just plain weak but means that it doesn’t scale well with condition/burn duration as it relies on stacking with another burn to gain anything.
Conjurer: The problem with this trait is not simply that conjures aren’t popular, but rather how conjures are used. Most conjures aren’t worth holding onto even if they are worth using, you burn your cooldowns then drop it because the auto attacks are weak. Only Lightning Hammer and Greatsword have decent auto attacks, so this trait isn’t even useful for a lot of conjures.
Weak Spot: Another crit proc that I think is overrated. It’s not bad, but often you will be getting only around 3 stacks of vulnerability, even with fast attack rates like Arc Lightning. It’s a bit better than our 5% damage traits given the ally support, but not by much. I just wouldn’t rate it excellent.
Aeromancer’s Alacrity: This trait is pretty good in PvP for D/D and S/D. Lower cooldowns on Updraft and Shocking Aura which are both really critical spells. For S/D you get Updraft, and the lower cooldown on Lightning Strike also adds DPS, plus air is a good auto attack attunement for power scepter so you will use it a fair amount.
Tempest Defense: The problem with this trait is that it triggers on ranged disables, but the aura only works in melee. Combine that with 90s cooldown and it will often be on cooldown when you actually need it.
Rock Solid: Totally disagree. This trait has tons of applications. You can use stability to cover important channeled spells like Churning Earth or Ether Renewal (or any heal really) which often get interrupted in PvP. In addition you can use it to stomp players. Rather than comparing it to Elemental Attunement, combine them, now you have a mini Armor of Earth on 9-11s cooldown, and the stability gets extended by your boon duration. It takes some good timing, but you can also use it to straight up counter any stun that you can see coming. Stability is so useful in PvP, even if it’s short.
Arcane Precision: It’s bad. A 10% proc chance is just terrible, and the effects aren’t all that strong, it’s weaker than Burning Precision or Weak Spot by a huge margin, and those traits aren’t that strong to begin with.
Rock Solid means 30 points in Earth, and you really need to couple it with 30 in Arcane for the quick Earth attuning. It is just flawed, especially when compared to the Earth signet traits.
Burning Precision: Honestly I think people over estimate crit proc rates. Try this out on a golem in the mists, even with 50% crit rate it just doesn’t proc very often.
The average chance would be your critical chance divided by 3. So with 50% crit chance, it has 15% chance to activate. Not great, I agree.
Plus our trait lines don’t really support precision/condition builds which means you are probably running power/precision and getting low burn damage. Also last I tested it was only 1s of burning
Since it’s only 1 second, it shouldn’t really be viewed as a condition, but more as a little added damage to your critical hit. Assuming you have 0 condition damage, it deals 328 damage. Now, if you assume your attack deals 3200 damage normally, it crits and the burn procs, that would essentially mean it adds another 10% damage. This means it’s roughly equal to +3% crit damage. Seeing as how the base damage of many of our attacks will actually be lower than 3200, this number increases (on staff auto attacks it can add as much as 50% damage per hit). However, it’s still pretty situational, I’ll agree with you on that.
Weak Spot: Another crit proc that I think is overrated. It’s not bad, but often you will be getting only around 3 stacks of vulnerability, even with fast attack rates like Arc Lightning. It’s a bit better than our 5% damage traits given the ally support, but not by much. I just wouldn’t rate it excellent.
Maybe it should be toned down a bit. However, a constant 3% extra damage for a party of 5 means this trait is essentially increasing your dps by 15%. Which is pretty strong. So maybe relatively excellent, assumed it’s used in a party?
Arcane Precision: It’s bad. A 10% proc chance is just terrible, and the effects aren’t all that strong, it’s weaker than Burning Precision or Weak Spot by a huge margin, and those traits aren’t that strong to begin with.
Agreed. It should be boosted to 30% chance at least.
Rock Solid means 30 points in Earth, and you really need to couple it with 30 in Arcane for the quick Earth attuning. It is just flawed, especially when compared to the Earth signet traits.
It would do well with just 20, and remember, it’s AoE too. This thing is great in group events that have dragons that fear. Just pop into earth and your entire zerg can remain where they are.
To be honest, you’re writing that with your build(s) in mind, I mean let’s look at this part :
ARCANE
Renewing Stamina: AMAZING. Perma-vigor! By far our best endurance regen trait!
Vigorous Scepter: Terrible. This gives a 25% endurance regen when wielding scepter. Renewing Stamina will give you almost permanent vigot uptime that gives you 100% endurance regen. Easy choice? I think so.
Renewing Stamina is trigged by crits. I have 4% crit chance on my El when I use S/D (pow/tough/vit gear), and that makes Vigorous Scepter the obvious choice here.
mhm 30 % crit rate doesnt sound that bad.
Think of using scepter (air 1) or d/d fire 1 or even aoe in the masses. That will cause a lot of Burning.
Iam running a Crit + lifesteal build and that bringst me an kitten full of liferegeneration. Procing all the time. About 1k hp per second.
Also Vigor stacks up over 1min when iam in fight. So no need to change this.
To be honest, you’re writing that with your build(s) in mind, I mean let’s look at this part :
ARCANE
Renewing Stamina: AMAZING. Perma-vigor! By far our best endurance regen trait!
Vigorous Scepter: Terrible. This gives a 25% endurance regen when wielding scepter. Renewing Stamina will give you almost permanent vigot uptime that gives you 100% endurance regen. Easy choice? I think so.
Renewing Stamina is trigged by crits. I have 4% crit chance on my El when I use S/D (pow/tough/vit gear), and that makes Vigorous Scepter the obvious choice here.
Yah I will not lie, I write from a D/D perspective.
Still though, it is not hard for just about any Ele to get near perma-fury from just elemental attunement and zephyr’s boon. And considering you are doing AoE’s very frequently, I wind up having renewing stamina proc a lot.
Since vigor is 4X as effective as vigorous scepter is…it just seems like renewing stamina is the better choice. After all, you only have to have vigor up for 25% of the fight, and you are equated the benefit of vigorous scepter.
I think that vigorous scepter would only be good if you have a very low crit rate, and low fury uptime. But like I said, it is very easy for an Ele to get near perma-fury.
[Envy], [Moon]
(edited by Creslin.1758)
mhm 30 % crit rate doesnt sound that bad.
Think of using scepter (air 1) or d/d fire 1 or even aoe in the masses. That will cause a lot of Burning.
Iam running a Crit + lifesteal build and that bringst me an kitten full of liferegeneration. Procing all the time. About 1k hp per second.Also Vigor stacks up over 1min when iam in fight. So no need to change this.
Yeah I think people don’t consider how our skills work when it comes to crits. We have many, many skills that are either AoE, or do multiple hits in one attack.
One fire dagger auto-attack is potentially THREE chances to proc a on crit ability, and even more if there are multiple enemies around. And there are plenty of other Ele attacks like this…burning speed hits twice I believe, and I think Phoenix can hit three times…both AoE. Heck, even lightning flash does damage so even that can crit.
[Envy], [Moon]
Some disagreements:
Fire stats: I did some number crunching a while back, and the way the damage formula appears to work, power just outshines precision. In fact a rough approximation of my findings is that the damage scaling from the fire and air trees is about the same, but fire does it through only one stat leaving room for condition duration. I don’t really see how fire’s stats could be rated okay, while air is rated excellent.
Just in response to this…
The excellent rating on air isn’t because of the precision, it’s because of the crit damage percent buff.
Power may be better than precision, but both of these stats are easily obtainable by gear, so I really don’t think it is that important to have them on traits. After all, if you go 30 water, and you want to get the +300 power from fire, you can do that by simply getting power accessories or whatever. The +30% crit damage however is much harder to obtain with gear, so there isn’t an easy substitute for it.
Fire’s analog to this +30% crit damage is +30% condition duration…and that’s just not nearly as good. The crit damage can potentially apply to ALL of your attacks…and you should be critting fairly often with 30 air…perma-fury combined with the +300 precision. Condition duration only applies to certain skills, and can be completely nullified by condition purges.
[Envy], [Moon]
yeah ther is bufffood that gives you 40 % more duration ;p.
Also a Critical hit should make 150% Damge + crit damage so going or that bothe is more effektive that using pure power.
I Run at 80% crit with fury and maintaince oil. There will be plenty procs =)
I just want to see the ele traits redone completely. They are set up in such a way that you have to specialize into particular elements (or arcane). That’s completely against the actual playstyle of an elementalist (especially if you’re D/D).
I think it may be easier to combine the +10% damage traits and the cooldown traits into a single trait – such as 20% cooldown and 5% extra damage in water – which would be second tier for each tree. Or possibly a bonus of another sort, like how the mesmer traits are setup.
Realistically you would have to put 20 points in to get it, in doing so sacrifice one of the other 20 point skills for a bonus that affects a third of your skills. While the effect can be significant – s/d air for example would make great use of it, it removes the flexibility from traits which apply in all attunments.
The advantage is, it would feel like more of a ‘mastery’ trait for the class and more thematically suitable – mastering the element means a sacrifice to another option an ele could have, but gives them quite an advantage in using that element.
On a different note, I love the versatility in the 10 point traits we have – like 10 points in air gives you a number of different options to change depending on whats suitable. 10 points in fire gives you different options to increase damage depending on the rest of your build. But some of the 20 point traits seem lacking. I can understand the 30 point traits are relevant to building around and naturally less flexible (though some seem weak for the cost… Persisting Flames, Grounded, Rock Solid etc..).
Hopefully the build next week introduces more interest and balance in the overall trait line.
- John Smith
Actually, I think all the good, gameplay changing traits should be at 10 points. (like evasive Arcana) the higher point traits should be those “stacking” types, like additional percent damage.
So rather than the paradigm of “good traits are the most expensive”, instead the trait system should allow for maximum flexibility at 10 points , and the 30 point traits are for those who want to squeeze every last bit of damage/healing/crit/defense/etc.
Actually, I think all the good, gameplay changing traits should be at 10 points. (like evasive Arcana) the higher point traits should be those “stacking” types, like additional percent damage.
So rather than the paradigm of “good traits are the most expensive”, instead the trait system should allow for maximum flexibility at 10 points , and the 30 point traits are for those who want to squeeze every last bit of damage/healing/crit/defense/etc.
That’s a very interesting point and a very good suggestion!
Once proud member of Extraordinary Gentlemen [EXG]{DESO4LIFE}
worst suggestion ever… it will only mean that with a 10,10,10,10,30 build u wil have all the best trait… (u can swithc 10 point from arcane to a different line if u think there are 2 must have trait in that line but nothing major will change)
during first beta it worked this way… there were no disintione between trait tier… and u were able to select every trait for every slot in that line… they changed this fo all classes because it leaded to all build being exactly the same… with at best 1 or 2 trait difference… but everyone will be using the same trait and will never use all the other…
what we really need is for GM trait to be worth the 30 point investment… and ALL OF THEM… not only a few (water, EA and written in stone are actually the only treat that I will spend point for… if I ever go 30 point in oterh line is just for the stat…. even if current EA could use some rebalancing but is still one of our best GM trait) also CD reduction trait could use some love (something on the same line of warrior or mesmer CD trait that also apply a secondary effect while whielding the weapon…)
(edited by Comaetilico.3645)
Air
Grounded: Poor. I have seen multiple reports that updraft does actually NOT benefit from this trait. This has made be downgrade it from excellent to poor. Without being able to benefit from this with updraft, we only have shocking aura and earthquake to synergize with this, and those skills don’t really lend themselves to a burst opener. As such, unless you are in a group situation where someone is just laying down tons of CC for you…this is pretty bad, and doubly bad to be a GM trait.
If you summon an air elemental, their main attack has a decent chance to cause a stun, which would put this back on the map as a viable option. I played around with this, summoning my elemental first and letting them attack the target, get their stun going and then started hitting the target myself.
it seemed to work pretty well.
Ok I went to test Lingering Elements. The Earth 5 trait does NOT linger for 5 seconds when you attunement swap (no 80 toughness boost – not a big loss, but still a loss). Soothing Mist does gain a bit more time (variable amount), because it refreshes itself every 2 seconds if it detects the Water Attunement buff. I do not think Fire Shield lingers, but it is hard to test.
Oh and I am not sure why I thought Rock Solid was increased, because it stays at 2 seconds.
I guess the question then is: Is this skill bugged or does it just have a terrible description and we cannot intuit what it is actually doing?
I think there must be have been some proper innate boosts that each Attunement gave in the past, which were removed. Right now, Lingering Elements is basically just ‘4-6 more seconds of Soothing Mist’.
I had understood that the purpose of this trait was to maintain the bonus from changing elements for 5 seconds: i.e.: go to earth attunement-gain toughness, switch to air attunement-gain swiftness, but your toughness from earth is still there for 5 more seconds.
Is this not the case?
If not, has anyone been bug reporting it?
Is this not the case?
If not, has anyone been bug reporting it?
It´s been reported aye.
[ ex- Piken Square (EU), ex- Aurora Glade (EU) ]
Is this not the case?
If not, has anyone been bug reporting it?It´s been reported aye.
heheheh, I reported it too…I think they handle bugs based on the priority of how many people are kittening about it.
Lingering Elements: Excellent. Makes the already ridiculous Elemental Attunement skill even better!
Lingering Elements does nothing to Elemental Attunement. It is actually really bad
Yeah, when I originally read the skill I assumed it meant for elemental attunement as well. It didn’t seem like it was affecting it though, so I actually dropped from 15 to 10 points in Arcana on my build a while ago.
At least I know I wasn’t being crazy, now that other people are confirming there is something fishy with this trait.
It really should extend arcane fury at least by 5 seconds. 2 seconds of fury is REALLY short and pretty much useless without something extending it. Even boon duration runes stacked to high heaven won’t add much to a 2 second boon.
Lingering Elements: Excellent. Makes the already ridiculous Elemental Attunement skill even better!
Lingering Elements does nothing to Elemental Attunement. It is actually really bad
Yeah, when I originally read the skill I assumed it meant for elemental attunement as well. It didn’t seem like it was affecting it though, so I actually dropped from 15 to 10 points in Arcana on my build a while ago.
At least I know I wasn’t being crazy, now that other people are confirming there is something fishy with this trait.
It really should extend arcane fury at least by 5 seconds. 2 seconds of fury is REALLY short and pretty much useless without something extending it. Even boon duration runes stacked to high heaven won’t add much to a 2 second boon.
You can hardly expect 5 points trait investment to net you anything big.
The trait has it´s uses, especialy combined with zephyrs boon, perma fury is easily achievable.
[ ex- Piken Square (EU), ex- Aurora Glade (EU) ]
Time to revive this thread, we really need it!
General Trait suggestions
Merge together CD reduction attunement skills and 10% dmg increase, EX=
-Master trait : Air training+ Aeromancer’s alacryty, a now powerful trait that I’m sure many would love to use
Fire
1)Flame barrier- 30% burning chance on mele and ranged attackers (3s)
2)Ember might- 5% dmg increase to enemies suffering from a condition
3) One with fire – 30% chance to burn mele/ranged attackers for 3s ( can stack with flame barrier), Grant fire shield (4s) when reaching 40% HP
4) Persisting flames – increase burning duration by 30%, increase fire field duration by 40%
5)Pyromancer’s puissance- increase dmg by 5%, grant might with each fire spell
6)Burning precision – 30% chance to cause fire blast on crit hit
7)Burning rage- Grant 10s Fury when at 80% HP ( 60s CD), increase dmg by 5% on burning foes
Air
1)Zephyr’s speed – 15% speed increase
2) Weak spot – 60% to cause vulnerability ( 5 stacks) and weakness ( 5s) on crit
3)One with air – reduce stun/daze duration by 30% , move faster the longer you’re in Air
4)Soothing wind – 10% of your precision is converted to healing, 30% is converted to toughness ( 1800 precision = 360 toughness/ 2200 armor on pure glass cannon no OP)
5)Tempest defense – CD reduced from 90s to 45s
6)Grounded – 30% dmg increase on disabled targets(KD/knockback/pull/push/stunned/dazed)
7)Arcane lightning – 5% crit dmg for arcane skill use
Earth
1) Salt stones – apply 2s cripple to bleeding foes , now a master trait
2) Serrated stones – bleed duration increased by 30%
3) Stone splinters – 5% dmg on crippled foes
4) Rock solid – apply 3s stability when switching to earth, apply 2s immobilize on KDed foes
5) Written in stone – signets are instant cast, aoe effect 240 radius, maintain passive effect on use
6) Geomancer’s freedom – conjures are stun brakers, cripple-chill-immobilize last 33% less
Water
1) Vital striking -15% dmg increase when HP above 90%
2) Piercing shard – 20% dmg increase on chilled/vulnerable foes, any spells , moved to master trait
3) Shard of ice – arcane/signets cause 5s weakness and 4 stacks of vulnerability
Arcane
1)Vigorous scepter – scepter aoe attacks are larger , increase scepter dmg by 5%
2)Windborne speed= 20% speed increase while wielding MH dagger, 15% with OH dagger( only one active at time with MH version applied before OH bonus)
What do you guys think? Pls comment
Actually, I think all the good, gameplay changing traits should be at 10 points. (like evasive Arcana) the higher point traits should be those “stacking” types, like additional percent damage.
So rather than the paradigm of “good traits are the most expensive”, instead the trait system should allow for maximum flexibility at 10 points , and the 30 point traits are for those who want to squeeze every last bit of damage/healing/crit/defense/etc.
That’s a very interesting point and a very good suggestion!
If by gameplay changing traits you mean traits like Pyromancer’s Puissance or Written in Stone, then I’d disagree. The main reason they’re so high up in traitlines is to make various traitlines change the playstyle a bit. If you reverse that by putting them in low part ranges, then you get to a point where picking traits doesn’t matter save for a few extra damage, defense or healing, and all playstyles will feel the same.
Time to revive this thread, we really need it!
General Trait suggestions
Merge together CD reduction attunement skills and 10% dmg increase, EX=
-Master trait : Air training+ Aeromancer’s alacryty, a now powerful trait that I’m sure many would love to useFire
1)Flame barrier- 30% burning chance on mele and ranged attackers (3s)
2)Ember might- 5% dmg increase to enemies suffering from a condition
3) One with fire – 30% chance to burn mele/ranged attackers for 3s ( can stack with flame barrier), Grant fire shield (4s) when reaching 40% HP
4) Persisting flames – increase burning duration by 30%, increase fire field duration by 40%
5)Pyromancer’s puissance- increase dmg by 5%, grant might with each fire spell
6)Burning precision – 30% chance to cause fire blast on crit hit
7)Burning rage- Grant 10s Fury when at 80% HP ( 60s CD), increase dmg by 5% on burning foesAir
1)Zephyr’s speed – 15% speed increase
2) Weak spot – 60% to cause vulnerability ( 5 stacks) and weakness ( 5s) on crit
3)One with air – reduce stun/daze duration by 30% , move faster the longer you’re in Air
4)Soothing wind – 10% of your precision is converted to healing, 30% is converted to toughness ( 1800 precision = 360 toughness/ 2200 armor on pure glass cannon no OP)
5)Tempest defense – CD reduced from 90s to 45s
6)Grounded – 30% dmg increase on disabled targets(KD/knockback/pull/push/stunned/dazed)
7)Arcane lightning – 5% crit dmg for arcane skill useEarth
1) Salt stones – apply 2s cripple to bleeding foes , now a master trait
2) Serrated stones – bleed duration increased by 30%
3) Stone splinters – 5% dmg on crippled foes
4) Rock solid – apply 3s stability when switching to earth, apply 2s immobilize on KDed foes
5) Written in stone – signets are instant cast, aoe effect 240 radius, maintain passive effect on use
6) Geomancer’s freedom – conjures are stun brakers, cripple-chill-immobilize last 33% lessWater
1) Vital striking -15% dmg increase when HP above 90%
2) Piercing shard – 20% dmg increase on chilled/vulnerable foes, any spells , moved to master trait
3) Shard of ice – arcane/signets cause 5s weakness and 4 stacks of vulnerabilityArcane
1)Vigorous scepter – scepter aoe attacks are larger , increase scepter dmg by 5%
2)Windborne speed= 20% speed increase while wielding MH dagger, 15% with OH dagger( only one active at time with MH version applied before OH bonus)What do you guys think? Pls comment
Too much. Really, it will instantly make the Ele the most OP class this game has ever seen.
I agree, game-changing traits should by of the highest tier to make builds as distinct from each other as possible.
Yeah I see what you guys mean, really I was trying to suggest something which would make the ele more viable if running full offense set up but at the same time without copying any defensive trait from water/earth/arcane and by that I mean no protection boons, regeneration boons and so on.
So my first idea was to make heavy fire investers that much more deadly to fight with burning condition used as defense mechanism, you’d still be a glass cannon but people would get hurt while hitting you.
The fire traits could of course see some reduction in the percentages suggested by me, still I insist on secondary effect traits especially for grand master trait, I don’t see a burning rage giving fury as OP, being it a 30 fire trait and tempest defense being it not an invulnerability skill should definetely be on a lower CD ( you still can get attacked from distance), we’re still talking about grand master traits here which must be as good as EA and ES or cleansing water
The reduce CD on skill+ attunement dmg 10% would be the same as other profession already got.
E.G
-Pyromancer’s alacrity= reduce CD of fire skill by 20%, increase fire dmg by 10%
Mesmer
-Duellist’s discipline= reduce CD of pistol skills by 20%, increase pistol attack range for you and your illusion
The traits : one with XX are all master trait and that means 20 traits investment, for example a 20 fire/20 air ele won’t be a tank for sure and we still need something to make up for the lost survivability, that was my attempt.
Why don’t you guys suggest something too, we may end up giving some good ideas to the developers, but lastly I’m still of the idea that double effects trait are in no way OP( as seen for other professions) and fire/air traits need something to increase our survivability when going full glass cannon, we’d stil die fast but no dead with a single sneeze like now
Life steal on Fire or Air trait can be useful to increase survivability.
Life steal on Fire or Air trait can be useful to increase survivability.
To increase survivability on non bunkers. Just felt it was important to point that out :p. Of course it would have to be a master level so it would require a fair amount of points specced in to prevent people from trying to use it on a bunker anyway.
I think persistent flames should be fixed so it actually works on all fire fields, and that fire shield should work on ranged attacks as well. I agree with Arheundel’s zephyr’s speed and windborne speed ideas. Reduce stun/daze duration is also an interesting idea on one with air, but maybe instead of the movement speed.
That or decrease the time it takes to reach 25% speed buff with it, maybe 5% every 2 seconds?
Or maybe +1% movement speed while using swiftness every x seconds for up to 5%. That way it’s a stackable buff like rune of speed.
Let’s be honest, speed buff traits are pretty useless as they are with all of the swiftness we have.
(edited by Navzar.2938)
Arcane
1)Vigorous scepter – scepter aoe attacks are larger , increase scepter dmg by 5%
2)Windborne speed= 20% speed increase while wielding MH dagger, 15% with OH dagger( only one active at time with MH version applied before OH bonus)What do you guys think? Pls comment
1) Why not give the Scepter more range with the Scepter trait? Something like Eagle Eye? The current ability is an epic fail, considering another adept trait (Renewing Stamina) is superior in every possible way, so this does need a change.
2) I don’t think a Dagger needs a speed buff, I always wondered why they put a speed buff in daggers, which already has the best mobility, really something different is needed for poor Daggers.
It’s not really a speed buff, just adding some more options. Right now it’s just perma swiftness anyway, and you can’t really buff past that.