Making Single Attunement Builds Matter: Introducing an Adrenaline/Energy/Overcharge mechanic.
In short, (TLDR) this suggestion will give the Elementalist the following:
-The option to stay in one attunement without hampering themselves as much or their teammates
-The option to play at more than one range in a fight
-The option to bring cooldown reduction in x attunement and +damage in x attunement traits and have those traits be effective for more than 5 skills
-A slight damage/healing boost as the Elementalist stays in one attunement; regular damage when swapping frequently.
-Additional spell effects that may proc when an ‘overcharge’ bar is active
-Small attachment showing new bar at the bottom of this post
Detailed description:
There are very few builds which currently utilize one attunement for more than 10 seconds at a time. I feel that this suggestion may allow more players to play the class with one, two, three, or all four attunements over a longer period of time.
I have thought and thought of ways to fix some of the lesser used weapons and also fix the issue of skill range and being able to play as a pyromancer/cryomancer/aeromancer/geomancer exclusively, or using two or three attunements and being just as effective as players who max arcana and dance through all four attunements.
The solution I came up with is Arcane Energy: a mix between the Thief’s initiative bar, Warrior’s adrenaline system, and the Necromancer’s death shroud bar. Consider it a soft-initiative/adrenaline system that builds up residual arcane energy as you deal damage and/or stay in one attunement and depletes when you swap attunements. When the Elementalist swaps attunements, this energy bar will deplete by 40% and will not accrue more residual energy for 4 seconds.
Currently, when an Elementalist swaps attunements, they do so through the F1-F4 skills. This change would allow the Elementalist to, when this energy bar is full, activate and overcharge the attunement that they are currently in (F1-F4) and have exclusivity to that attunement only for 20 seconds.
In exchange for only being able to use one attunement, the weapon swap feature will be enabled for the Elementalist at this time and ONLY during this time. If the Elementalist chooses to stay in this attunement, this energy bar will deplete by 5% per second. The Elementalist will have access to only 10 skills. Their stats will be augmented slightly and percentage chances for additional spell effects to activate will be introduced.
The Elementalist will be able to stay in this overcharge state for 20 seconds, during which the bar drains by 5% per second. When the energy bar is spent, they Elementalist loses access to their second weapon set as well as a 10-second cooldown being placed on the energy bar activation (similar to the cooldown when leaving Death Shroud) and the inability to accrue energy for 10 seconds (Exhaustion). The Elementalist may then stay in their current attunement or swap out to another attunement.
For each energy bar level that is full, the Elementalist’s stats will be modified to the following:
Empty – +0 power, +0% critical chance, +0% critical damage, +0 healing power
1 – +15 power, +1% critical chance, +1% critical damage, +15 healing power
2 – +30 power, +2% critical chance, +2% critical damage, +30 healing power
3 – +45 power, +3% critical chance, +3% critical damage, +45 healing power
Full – +60 power, +4% critical chance, +4% critical damage, +60 healing power
>>>These effects are lost when activating overcharge and are instead replaced by:<<<
Single attunement spell effects when Overcharge is active:
Fire attunement: Empowerment: +100 power and +100 condition damage.
Cauterization: 15% chance to remove a condition on weapon skill activation.
Searing Flames: 5% chance to spread burning from target foe to nearby foes on hit.
Air attunement: Turbulence: +5% critical chance and +5% critical damage.
Paralyze: Critical hits have a 15% chance to inflict a 1-second stun (10-second cooldown).
Static: 20% chance to deal damage when struck in melee. (2-second cooldown)
Earth attunement: Calcification: Elementalist and all nearby allies gain 80 toughness.
Ricochet: 20% chance to gain a magnetic aura for 5 seconds when hit by a projectile (20-second cooldown).
Consolidate: 20% chance to gain protection for 5 seconds when struck by a melee attack (20-second cooldown).
Water attunement: Convalesce: +100 healing power and +100 vitality.
Frostbite: Skills that inflict damage on vulnerable or chilled foes have a 20% chance to inflict 3 stacks of bleeding for 5 seconds (3-second cooldown).
Deluge: Non-auto water weapon skills that inflict damage have a 33% chance to activate a blast finisher.