Minor Traits Are Weak
The two that I have a problem with is the earth and arcane 25’s. They should be switched, the condition tree has a power buff trait while the arcane, a general tree, has a condition trait. Also Arcane Precision should be on hit not on crit, its silly that you have to spec into air or run berserker to get anything out of the trait. Other then those two I think most of them are alright.
Flame barrier sucks but its a 5 point, what do you expect? The other 5 pointers are actually strong imo. Especially if you have LE
What if I’m using a staff at 1200 range?
Don’t worry. Flame Barrier is just as worthless in melee range.
Zephyr’s Speed
Move 10% faster while attuned to air.Why only in Air?
More like most useless trait there is.
It doesn’t even have an effect until at least ~6 seconds after you enter air attunement due to Elemental Attunement trait overriding it. And what kind of crappy elementalist spends more time than that in air?
Healing Ripple
Heal nearby allies when attuning to water.Not bad and not that great either.
Healing Ripple is a top 10 trait when factoring in both minor and major ones.
Bountiful Power
Deal 2% more damage for each boon on you.How often do you have 5 boons on you? 4? 3?
Often? I mean, perma might is in all viable elementalist builds. Perma swiftness is in many. Add in regeneration, protection and fury with decent uptimes. Then depending on the build you’ll often have some vigor uptime as well.
Stone Flesh, why only in Earth? Because it’s your condition toughness Element. You’re either gonna switch to earth to lay down CC from afar or you’re gonna switch to earth to lay down CC trying to escape. Either way, the trait serves it’s purpose for the extra toughness.
Earthen Blast
Damage foes and cripple them for 3 seconds when attuning to earth
Applies to situation 2 above.
Bountiful Power
Deal 2% more damage for each boon on you.
How often do you have 5 boons on you? 4? 3?
Many times, as stated by Wildclaw, perma Might and Swiftness are completely viable. Vigor and Regen can easily be obtained and don’t forget other boons that part members can throw on.
Soothing Mist
Regenerate health while attuned to water.
Why only in Water?
Because water is our healing Element. It serves it’s purpose. Haven’t verified the Regen Rate on it but I will later. Either way, for the amount of time you spend in water, which is a few seconds on Staff, it’s fine.
Enduring Damage
Deal 10% more damage when your endurance is full.
This servers it’s purpose when engaging first. As as a Staff Ele, your Endurance is gonna be at max for longer times than any other Ele. For D/D, it works as intended. For bonus damage when initiating a fight.
Lingering Elements
Attunement bonuses linger for 5 seconds
Mainly meant for D/D S/D.
Weak Spot I care noting for. I don’t run any type of crit build on my Ele since most of our damage is condition based.
Arcane Fury, eh. Has some synergy with weak spot if you were gonna run a crit build but mainly serves it’s purpose for D/D S/D. Only 2 skills work for Staff where you would be able to get off which is LF and a Fireball.
Burning Rage + Embers Might gives you your 10%.
Flame Barrier sucks and Sunspot damage is minor compared to what you can dish out in fire anyway.
I think they’re decent with a few exceptions.
Most of the major traits are nothing to get excited about either. I’d love to see a comprehensive trait overhaul for the entire class.
FIRE
Bountiful Power
Deal 2% more damage for each boon on you.How often do you have 5 boons on you? 4? 3?
Armour of Lyssa. If the 2% was buffed then for 5 seconds you would do some silly damage. 2% x 9 boons = 18% extra damage for 5 seconds. And normally, high regen, high swiftness, vigor on cantrips etc etc. Its not good if your not stacking boons, but reasonable if you are.
Sophea Sladorian – Charr Ranger – [DECM] | Sea of Sorrows
Sophea Of Elements – Human Elementalist – [DECM] | Sea of Sorrows
Why is bountiful power in water though when arcane is the one that gives you tons of boons and + boon duration. Putting it in water makes it incredibly limiting.
Lingering Elements and Arcane Fury need to switch places and durations. 2 seconds of a boon is way too short. The other day I moused over a ranger with fury and it had 20 seconds LEFT. They can give us more than 2 seconds worth of Fury.
Things which give effects while only in that element are meant to reflect some degree of specialisation, i.e. if you sink traits into Earth, your earth magic will be particularly useful (or at least more so than someone who didn’t trait for that element).
It depends on the situation, but I can’t imagine that staff wielders never have mobs attacking them while they attack a distant target. Switching attunements could help to shake them off you or at least do a little damage around you without you having to change to attacking them.
Trait lines lend themselves to different play styles. I’ve found that to be true for all professions; strangely enough, you can’t do everything all at once. Anyway, just throwing in some ideas about the logic behind these.
Bountiful Power Its not a terrible idea but totally misplaced at Water 25. If you’re that far into Water your probably not rocking a big DPS build. Honestly, this belongs at Fire or Air 5.
Flame Barrier terrible. just terrible.
Lingering Attunements and Arcane Fury: Swap them around, and buff Arcane Fury to 5 seconds, now its looking a little better.
The Rest… the majority are weak and crappy
(edited by Trump.9803)