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Posted by: EchenSketch.9142

EchenSketch.9142

See ArenaNet? I even did all the work for you!

Yes, this is a HUGE wall of text, so casual Ele’s might not want to dwelve into this too much. If you’ve been on the Ele sub-forums, you’ve seen threads non-stop since launch about the nerfs we’ve received. This thread was created to hopefully demonstrate how we could open new viable builds, Condimancers, Auramancer, etc. and stray away from the 30 Water 30 Arcana Norm. Have some input on what to change? Comment!

FIRE
Adept(5):
Flame Barrier: 30% chance to burn foes that attack you in melee, effect only occurs in fire attunement

Adept(10):
I. Searing Heat: Burn duration is increased by 30%
II. Scorched Skin: Immune to burn damage while attuned to fire
III. Ember’s Might: Deal 5% extra damage to burning foes
IV. Pyromancer’s Alacrity: All your fire weapon skills recharge 30% faster
V. Burning Precision: 30% chance to cause burning on critical hit
VI. Internal Fire: Deal 10% more damage while attuned to fire

Master(15):
Sunspot: Burn your target when attuning to fire

Master(20):
VII. Heat Wave: Channeled Fire skills last 50% longer
VIII.Spell Slinger: Cantrips you use grant 5 stacks of might
IX. Conjurer: Conjured weapons have unlimited charges. Conjured weapon skills recharge 20% faster. (Lasts 60 seconds)
X. Fire’s Embrace:When you activate a signet, gain fire shield for 4 seconds

Grandmaster (25)
Burning Rage: Deal 5% more damage to burning foes

Grandmaster (30)
XI. Persisting Flame: Reduce the cooldown of fire skills when standing standing in a fire field. Fire fields last 30% longer.
XII. Pyromancer’s Puissance: Each fire spell you cast adds might for you and nearby allies for 10 seconds.

AIR
Adept(5):
Zephyr’s Focus: Your endurance regenerates 50% faster while attuned to air

Adept(10):
I. Zephyr’s Boon: Auras grant fury and swiftness when applied
II. Aeromancer’s Alacrity:All your air weapon skills recharge 30% faster
III.Quick Glyphs: Glyphs recharge 20% faster
IV. Swift Strikes: Deal 5% more damage while moving with swiftness
V. Soothing Winds: 5% of precision is converted to healing
VI. Bolt to the Heart: Deal 20% damage to foes with less than 33% health

Master(15)
Electric Discharge: Strike your target with a bolt of lightning when attuning to air.

Master(20)
VII.Chain Lightning:20% chance to cause a lightning strike on a critical hit
VIII. Inscription: Grants a boon associated with your current attunement when you cast a glyph
IX. Auramancer: Auras recharge 20% faster
X. Air Training: Deal 10% damage more while attuned to air

Grandmaster(25)
Weak Spot: 60% chance to cause vulnerability on critical hits

Grandmaster(30)
XI. Tempest Defense: Surround yourself with shocking aura when disabled. This effect can only occur every 60 seconds. Deal 20% more damage to stunned or knocked-down foes.
XII. Fresh Air: Recharge Air attunement on crit (4 second cooldown)

EARTH:
Adept(5)
Stone Flesh: Gain 2 toughness per level while attuned to earth*Geomancer’s Alacrity:* All your earth weapon skills recharge 15% faster

Adept(10)
I. Geomancer’s Alacrity: All your earth weapon skills recharge 30% faster
II. Signet Master: Signets recharge 20% faster
III. Earth’s Embrace: Gain Armor of Earth when health reaches 50%(90 second cooldown)
IV. Serrated Stones: Bleeds you apply last 20% longer and deal 5% more damage to bleeding foes
V. Elemental Shielding: Gain protection for 4 seconds when applying an aura to yourself or an ally
VI. Geomancer’s Freedom: You recover from crippled, immobilized, and chilled 33% faster

Master(15)
Earthen Blast: Damage foes and cripple them for 3 seconds when attuning to earth

Master(20)
VII. Strength of Stone: You deal 10% more damage while attuned to earth
VIII. Rock Solid: Grant stability for 3 seconds to nearby allies when attuning to earth
IX. Stone Splinters: Deal 15% more damage when you are within a distance of 600 to your target
X. Serrated Scales: 10% chance to inflict bleeding when hit

Grandmaster(25)
Enduring Damage: Deal 10% more damage when endurance is full

Grandmaster(30)
XI. Diamond Skin: 20% of toughness is converted to condition damage
XII. Written in Stone: Maintain the passive effects of signets when you activate them

Falkriiii – Elementalist

(edited by EchenSketch.9142)

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Posted by: EchenSketch.9142

EchenSketch.9142

WATER:
Adept(5)
Cleansing Wave: Remove a condition and heal you and your allies when attuning to water

Adept(10)
I. Soothing Mist: Regenerate health while you are attuned to water
II. High Tide: Water weapon skills cause vulnerability
III. Soothing Disruption: Cantrips grant you regeneration and vigor
IV. Arcane Abatement: Take 50% less fall damage.Create a spell when you take falling damage, based on attunement.
Fire: Ring of Fire Water: Healing Wave Air: Static Field Earth: Earthquake
V. Aquamancer’s Alacrity: All your water weapon skills recharge 30% faster

Master(15)
Bountiful Power: Deal 1% more damage for each boon on you

Master(20)
VI. Vital Striking: Deal extra damage when health is above 90%
VII. Stop Drop and Roll: Dodging removes a condition(Cooldown 10 sec)
VIII. Piercing Shards: Water weapon skills deal 50% more damage to vulnerable foes
IX. Cantrip Mastery: Cantrips recharge 20% faster
X. Chilling Mist: Mistform grants 10 seconds of regeneration. Damage and inflict chill and vulnerability to nearby foes while in mist or vapor form. Gain Mistform when health reaches 25%.

Grandmaster(25)
Replenishing Aura: Auras grant regeneration

Grandmaster(30)
XI. Cleansing Water: Remove a condition when granting regeneration to yourself or an ally
XII. Powerful Aura: Auras are applied to nearby allies

Arcana
Adept(5)
Elemental Attunement: When attuning to an element, you and nearby allies gain
Fire:Might
Air: Swiftness
Water: Regeneration
Earth: Protection

Adept(10)
I. Arcane Mastery: Arcane skills recharge 20% faster
II. Arcane Resurrection: You have 20% increased revive speed.When you revive an alley, you and the revived ally gain an aura based on your attunement
III. Arcane Retribution: Gain Arcane power at 75% health
IV .Final Shielding: Gain Arcane Shield when health reaches 40%
V. Arcane Fury: Gain Fury for 2 seconds on attunement swap

Master(15)
Lingering Elements: Attunement bonuses linger for 5 seconds

Master(20)
VI. Renewing Stamina: Gain vigor when you deliver a critical hit. This effect can occur only once every 5 seconds
VII.Vigorous Scepter: Endurance regenerates faster while wielding a scepter
VIII.Blasing Staff: Area attacks with staff are larger
IX. Windborne Dagger: Move 15% faster while wielding a main-hand dagger. Move 10% faster while wielding an off-hand dagger. (Works in and out of combat)
X. Arcane Energy: Arcane and signet skills restore 25% endurance when used

Grandmaster(25)
Arcane Precision: Skills have a chance to apply a condition on critical hits

Grandmaster(30)
XI.Evasive Arcana: Create an attunement based spell at the end of your spell. Each spell can be triggered once every 10 seconds
XII .Elemental Surge: Based on Attunement, 10% to cause on hit: (Each condition can be triggered once every 10 seconds):
Fire: Burning for 3 seconds
Air: Vulnerability for 5 seconds
Earth: Blindness for 5 3 seconds
Water: Chilled for 2 seconds

Falkriiii – Elementalist

(edited by EchenSketch.9142)

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Posted by: cheshirefox.7026

cheshirefox.7026

i respctfully disagree

i can outswim a centaur!
when i’m done on an issue
i start talking in nerglish

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Posted by: EchenSketch.9142

EchenSketch.9142

i respctfully disagree

Care to explain? I think it’s better than what we have right now.

Falkriiii – Elementalist

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Posted by: ArmageddonAsh.6430

ArmageddonAsh.6430

I personally think that the weapons recharge traits all need to be combined into ONE trait in Arcane. They want us to be jumping attunements all the time yet they make EVERY attunement have a different trait for weapon cool downs….

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Posted by: EchenSketch.9142

EchenSketch.9142

I personally think that the weapons recharge traits all need to be combined into ONE trait in Arcane. They want us to be jumping attunements all the time yet they make EVERY attunement have a different trait for weapon cool downs….

That was my basis for putting them all in the 5 point tier, but doing that would only force us into Arcana again, as it would have to be a Master or Grandmaster Trait, seeing how big of a difference it makes. A lot of the issues Ele’s have is being pigeon holed into builds, and I tried to make others viable with this. Believe it or not a lot of thought went into this

EDIT: cough cough Condition builds

Falkriiii – Elementalist

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Posted by: Helix.4183

Helix.4183

They need to completely redesign the trait lines, IMO. Turn them into more generalized Offense/Defense/Healing/Mobility type things that, e.g., benefit your healing abilities but don’t buff a specific attunement. It’s effectively a water trait line but you no longer lose a bunch of stuff swapping out of water.

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Posted by: EchenSketch.9142

EchenSketch.9142

They need to completely redesign the trait lines, IMO. Turn them into more generalized Offense/Defense/Healing/Mobility type things that, e.g., benefit your healing abilities but don’t buff a specific attunement. It’s effectively a water trait line but you no longer lose a bunch of stuff swapping out of water.

“Refining” the tree, I guess you could say, gave me a little taste of how difficult it is to create original, creative skills. I feel Anet can easily work with what they have, and bring the Ele back to it’s former glory, in a well-balanced manner.

A drastic change like that will only bring more imbalances, good and bad, and you know how long it takes for Anet to change things >.>

Falkriiii – Elementalist

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Posted by: ArmageddonAsh.6430

ArmageddonAsh.6430

I personally think that the weapons recharge traits all need to be combined into ONE trait in Arcane. They want us to be jumping attunements all the time yet they make EVERY attunement have a different trait for weapon cool downs….

That was my basis for putting them all in the 5 point tier, but doing that would only force us into Arcana again, as it would have to be a Master or Grandmaster Trait, seeing how big of a difference it makes. A lot of the issues Ele’s have is being pigeon holed into builds, and I tried to make others viable with this. Believe it or not a lot of thought went into this

EDIT: cough cough Condition builds

The problem then becomes all the 5point traits (bar fire imo) are all great and can be very useful, putting them into 10point traits they would need to be buffed to be worthy of 10point traits and then you have the fact that some of the current 10point traits are very solid as well

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Posted by: EchenSketch.9142

EchenSketch.9142

What surprised me, when looking at all of the traits again, was yes, a lot of the 10 point traits are great. The biggest issue is maintiaining our sustain, while pulling away from water and arcana.

Feel free to read this thread on the Ele in general: https://forum-en.gw2archive.eu/forum/professions/elementalist/Let-s-get-serious-State-of-Elementalist/page/2#post2713607

As you can see, I’m trying to draw attention to the state of Elementalists, in the hope a Dev. takes into consideration what we have to say

Falkriiii – Elementalist

(edited by EchenSketch.9142)

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Posted by: ArmageddonAsh.6430

ArmageddonAsh.6430

What surprised me, when looking at all of the traits again, was yes, a lot of the 10 point traits are great. The biggest issue is maintiaining our sustain, while pulling away from water and arcana.

Feel free to read this thread on the Ele in general: https://forum-en.gw2archive.eu/forum/professions/elementalist/Let-s-get-serious-State-of-Elementalist/page/2#post2713607

As you can see, I’m trying to draw attention to the state of Elementalists, in the hope a Dev. takes into consideration what we have to say

My current build has NO points in either Water or Arcane. The main problem is the fact that we NEED them (mostly) our health is pathetic and 15 second cool downs on attunements is uncalled for.

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Posted by: EchenSketch.9142

EchenSketch.9142

What surprised me, when looking at all of the traits again, was yes, a lot of the 10 point traits are great. The biggest issue is maintiaining our sustain, while pulling away from water and arcana.

Feel free to read this thread on the Ele in general: https://forum-en.gw2archive.eu/forum/professions/elementalist/Let-s-get-serious-State-of-Elementalist/page/2#post2713607

As you can see, I’m trying to draw attention to the state of Elementalists, in the hope a Dev. takes into consideration what we have to say

My current build has NO points in either Water or Arcane. The main problem is the fact that we NEED them (mostly) our health is pathetic and 15 second cool downs on attunements is uncalled for.

I am a big supporter or raising our starting health pools (even if they have to nerf heals), and reducing the base attunement swap cooldown. We have lower health than a thief, who has more movement and dps. It makes no sense to me.

Personally, I only stray away from water in tpvp, where Burst Ele is actually viable. You try pulling 14k health and 1.8k armor (not toughtness) in WvW and you’ll be seeing a lot of repair bills.

Falkriiii – Elementalist

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Posted by: ArmageddonAsh.6430

ArmageddonAsh.6430

What surprised me, when looking at all of the traits again, was yes, a lot of the 10 point traits are great. The biggest issue is maintiaining our sustain, while pulling away from water and arcana.

Feel free to read this thread on the Ele in general: https://forum-en.gw2archive.eu/forum/professions/elementalist/Let-s-get-serious-State-of-Elementalist/page/2#post2713607

As you can see, I’m trying to draw attention to the state of Elementalists, in the hope a Dev. takes into consideration what we have to say

My current build has NO points in either Water or Arcane. The main problem is the fact that we NEED them (mostly) our health is pathetic and 15 second cool downs on attunements is uncalled for.

I am a big supporter or raising our starting health pools (even if they have to nerf heals), and reducing the base attunement swap cooldown. We have lower health than a thief, who has more movement and dps. It makes no sense to me.

Personally, I only stray away from water in tpvp, where Burst Ele is actually viable. You try pulling 14k health and 1.8k armor (not toughtness) in WvW and you’ll be seeing a lot of repair bills.

i Run 10/30/30 and have 11.5k health and 1321 toughness which is 2,136Armor in WvW. My armor isnt the best with most rare/masterwork gear

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Posted by: BlackBeard.2873

BlackBeard.2873

I actually really like a lot of these reworks. The one thing that doesn’t fit is “lingering attunements” no longer works with anything as you removed all the attunement bonuses. Perhaps replace it with the current “arcane fury” to give fury on attunement swap. Bountiful power also doesn’t make any sense there (and no reason to be 2% again). While the buffed cleansing wave is nice, I think it would simply become a must-take trait. I think you could just leave the 15 point trait for water and cleansing wave alone.

Finally, windborne dagger should 100% work out of combat (like the warrior trait). Add that in there.

(edited by BlackBeard.2873)

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Posted by: ArmageddonAsh.6430

ArmageddonAsh.6430

Some decent changes. Elemental serge should be 50% chance on crit with 15second cool down with base duration 5seconds. Arcane Precision should be 50% chance on crit for 1 second.

Totally agree with Piercing shards, Cleansing Wave. The condition based on in Earth would be nice if Ele could play Condition builds, we have 2 conditions in 2 different attunements. Would Soothing Winds become to over powered if it was 10-25% increase?

Conjurer should NOT have a number of charges it should last 60 seconds (90 when traited) or even better, just useable until you want to remove it. Maybe have it so thakittens a 2stage skill, when you “remove” it it creates a skill effect around the Ele?

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Posted by: Wryog.5073

Wryog.5073

Am I the only person that thinks that Burning Precision really needs a giant buff?

Wryog [WBC] – elementalist
Gunnar’s Hold

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Posted by: zencow.3651

zencow.3651

Some decent changes. Elemental serge should be 50% chance on crit with 15second cool down with base duration 5seconds.

Nuuuuu! That would make Arcane Power TOTALLY useless. Currently ES has no CD and procs every hit for the kittens of Arcane power for an instant 15 second base chill with 2 S/X auto attacks or an extra 25 second base burn with phoenix, RoF and FG and it’s a gimmick I’m particular fond of.

Quasi-elitist dungeoneer and missing Gw1 GvGs greatly.
“GW2’s PvE is almost as bad as the PvP.”

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Posted by: Ehecatl.9172

Ehecatl.9172

Am I the only person that thinks that Burning Precision really needs a giant buff?

I’d prefer to see it stay as is, but replace Flame Barrier as our minor Adept trait.

More burning means more damage regardless of build, making it valuable to burst elementalists and condimentalists. And it’s one less trait condition builds have to pick up, leaving room for a new condi related perk. Perhaps something similar to Tormenting Flame, which could apply Torment when the elementalist gets a critical hit on a burning foe.

This would allow an elementalist invested in fire to maintain burning more easily and have access to a third damaging condition, Torment, fairly regularly so long as they keep the enemy on fire. Add in Bleeds from Earth and suddenly the elementalist can be fairly dangerous when geared for conditions.

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Posted by: EchenSketch.9142

EchenSketch.9142

I’ve changed a few things around, weapon skill CD reduction traits are now in adept(10), and attunement buffs are now in adept(5). However, 20% CD reduction for 1/5 of your skills is not enough, so I decided 30% would be a good amount, not enough to have people stay in one attunement though, but good enough so people wouldn’t swap to an attunement with only 3 skills to use.

Falkriiii – Elementalist

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Posted by: ArmageddonAsh.6430

ArmageddonAsh.6430

I think the current 5point traits are enough, just buff them up:

Flame Barrier: 50% chance, 5second cool down
Zephyr’s Speed: 10% in all attunements, 25% in Air
Stone Flesh: 1 Toughness per level all attunements, 2 in Earth
Soothing Mist: 25% healing increase
Arcane Fury: Fury for 5seconds

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Posted by: ArmageddonAsh.6430

ArmageddonAsh.6430

Grandmaster(25)
Arcane Precision: Skills have a chance to apply a condition on critical hits

Needs a BIG buff as well, 7.5% chance is pathetic. Might as well just remove it altogether and add something new. My change would be 50% chance on crit, 5second cool down

Another thing i would like to see “Aura Mastery” – Gain Fury, Swiftness and Protection when using a Aura skill. 10 second duration. Make it a Master/grandmaster trait and then you can replace all the other traits that do the same thing.

XII .Elemental Surge: Based on Attunement, 10% to cause on hit: (Each condition can be triggered once every 10 seconds):
Fire: Burning for 3 seconds
Air: Vulnerability for 5 seconds
Earth: Blindness for 5 3 seconds
Water: Chilled for 2 seconds

would need a big buff, 10% chance and a 10second cool down? 50% chance on crit, 10 second cool down seems a bit more like a grandmaster trait.