Making more builds viable (PvP)
my suggestion to buff glyph builds
https://forum-en.gw2archive.eu/forum/game/suggestions/Elementalist-Cleansing-fire-balance/
Buff Arcane:
- Make Arcane Lightning 10% (up from 3)
- Change intelligence to make it an improved scaling version of Arcane Precision (from 0 to 60%)
- Make attunement cooldown linked to the number of points invested in the line (ie you can go back to water faster if you have more points in water)
Buff Glyphs:
- Make Elemental Power proc more
- Make Inscription in the line of Glyph of Elemental Harmony (ie 3 Might)
- Make all pets (in the game) immune/resilient to AoE
Buff Fire line (water brings more damage!)
- Burning Precision burns for 5sec
- Persisting Flames also reduce cooldown of field by 30%
Nerf Boontyfull Boons for self, buff for support
- Your boons gives also give 1% damage per boon to you or friends
Nerf Cantrips:
- Soothing Disruption give vigor and protection to self and 5 allies
- Make RTL a cantrip and Lightning Flash the /D #4
Conjured Weapons:
- Let us drop and pick Conjured Weapons like all environemental weapons in the game
Buff Elem Elites
- Let us use utility skills in Tornado
- See Glyphs and Conjure for other Elites
The problem is actually a core design flaw, rather than any particular trait.
Eles have the lowest hps, the lowest armors, and general lack of evasive mechanics on their weapons that keep them in the fight (no mesmer sword 2, ranger evade type stuff, going into stealth to set something up etc). So they have to give traits that fix all these core weaknesses. Of course…if you don’t take them, you’re just a kitten profession.
Anyone that’s leveled an ele knows that, the profession is probably the worst in the game as a newbie. You level up and get traits and think “okay that’ll fix that…then in 10 levels I can fix that…10 more to fix that etc”. New players notice it immediately. Every other day there’s a post on here from a new ele player saying “Hi guys, I’m dying alot, what am I supposed to be doing?”. Of course when you’ve been playing the game for a while and then start an ele it’s not a big deal, because PVE AI in this game is so limited, but it’s still definitely something you notice.
The traits fix problems that seem to be intentionally designed into the profession, instead of enhancing strengths. In fact, they CANT enhance strengths because the core profession HAS no strengths. Elementalists don’t have good condition removal, the water traitline does. They don’t have lots of boons, the arcane traitline does. The closest thing to a core class strength was RTL, on one offhand weapon. 15s cooldown, 1500 yard travel. That’s a strength. So it was nerfed to 20s. Now it’s being nerfed to 1200 range and an even longer cooldown. Sure, you have more buttons to press on your weapons, but each button is suitably kitten in most cases so you have to hit a couple of them to achieve what you do hitting one on another profession.
It’s impossible to have any real build diversity when the system is designed like that. You have to fix all the problems the profession has first. Then when you do, you’re almost out of trait points already.
(edited by Minion of Vey.4398)
Hey Minion. I’ve never thought about it like you did but it makes sense what you write. Yep, I agree with that. Mesmer is a good example, they got everything within their weapon skills, their traits just enhance what is there. While I think bigger additional stuff on the trait system is not a bad thing, a class really shouldn’t be completely useless without (m)any traits.
How is the situation with the other classes, by the way? (Elementalist and Mesmer happen to be the only professions I play)