Hi!, I’ve decided to write down my ideas for where I would take the Elementalist, and have actually managed to get this typed up in it’s entirety, I’ll be going into all weapons, heals, utilities, elites and traits. When you read through these changes (there are quite a lot!) keep in mind that the numbers used may not be exactly correct, and the numbers I’ve changed to may need balancing further. Also, keep in mind where I nerf/remove one thing, I usually replace it elsewhere, and likewise with buffs, sometimes a buff to a skill may need another to be toned down, so I have made each change with as much thought as I can while trying to keep balance in mind (the Ele may be kind of powerful with all these changes though!). My overall aim when deciding on what to change is that I want to increase build options (some builds that would be great with these changes include specs without and with Arcane, specs going low into multiple trait lines and specs going high into a single trait line alike) I also wanted to scatter some of the focuses of each attunement or trait line across the others (an example of this can be seen where I have added condition removal to fire/air/earth traits). As you read through the changes I’m proposing, please try and look at it in the grand scheme of things, such as what trait and build combinations can be made with these changes, the viability of each weapon in different builds etc, and new skill combos that would now be possible. One last thing, I’m not unhappy with the current state of Elementalist, this is by no means a “please buff elementalist and nerf x”, I’ve enjoyed the profession immensely since beta and these are simply a combination of ideas I’ve had to make things even more interesting, and bring a few things in-line that I think are relatively needed. Not to say that these changes are minor… some are very large!. My hope in writing all of this is that either there is something in here worthy of discussion, that the community can help iron out any ideas that are too “out there” and maybe even catch a devs eye. I’ll go ahead and apologize in advance for any spelling mistakes, typo’s or incorrect numbers.
So Anyway, here is my personal Elementalist Redesign, enjoy!.
Elementalist Redesign.
Mechanic – Attunements: Base recharge reduced from 15 seconds to 12 seconds.
Other base changes: Base Health increased from 10805 to 12805. (I would say do this for Thief as well to keep things even, Guardian doesn’t seem to need the extra health boost though)
Weapons:
MH Dagger:
Fire:
Dragon’s Claw: Unchanged.
Drakes Breath: cast time changed from 2.45 seconds to 2 seconds (1 attack each half second) Helps pull the cast times in line.
Burning Speed: Fire wall damage increased from 66 to 150. Burning duration increased from 1 second to 2 seconds. Firewalls need more consequence for crossing them.
Water:
Vapor Blade: Now heals allies that the blade passes through by 100. (can hit a single ally twice, cannot hit self) up to 3 allies maximum. A slight increase to support for MH dagger.
Cone of Cold: cast time changed from 2.45 seconds to 2 seconds (1 attack each half second) Helps pull the cast times in line.
Frozen Burst: Damage increased from 274 to 350. Slight increase in damage to help water attune keep up pressure.
Air:
Lightning Whip: Unchanged.
Lightning Touch: Cast time reduced from 3/4 sec to 1/5 sec.
Shocking Aura: Chain Skill added below, otherwise unchanged (possibly needing a recharge increase from 25 to 30 seconds with the new chain skill)
Shocking Pulse (chain skill): Detonate your shocking aura destroying it, causes daze for 2 seconds to all nearby enemies, 240 radius, Blast finisher.
Earth:
Impale: Unchanged. (an idea could be to reduce bleeding duration by 50% and have it inflict 2 stacks of bleeding instead of 1)
Ring of Earth: Cast time reduced from 3/4 sec to 1/5 sec.
Magnetic Grasp: Unchanged.
Magnetic Leap: Animation lock removed (allows full movement the moment you land the leap)
Continued.