I got bored, and decided I’d try my hand at reworking the Elementalist traits (My Favourite class), I’m a wannabe game designer and a proficient c++ programmer who some day wants to be part of the teams that bring some of the most awesome games out these days.
So I want some feedback on how well I did, as well as the flaws in my design.
So here we go:
Fire Magic
Focus on fields, burning, might gain, and remove the traits that encourage sitting in fire.
Adept Minor
Fiery Wrath
Whenever a Foe attacks you while attuned to fire, you build up a fire charge (capped at 5), when you switch attunements a large fire AoE is released burning enemies in a 600 radius, damage is based on number of stacks.
Adept Major
I’m only going to list traits I feel should be changed
I – Shimmering Heat
When you are downed, your mist form ability is not on cooldown, however you move 50% slower in mist form(can trigger every 30 seconds)
Changed to make this a more useful trait, giving elementalists a much needer way of breaking from finishers, the trade off being it cant be used as easily to move into a favourable position.
IV – Spell Slinger
Cantrips, Conjure and Glyph Abilities grant 3 stacks of might when cast
Sigils grant 40 power each when not on cooldown
Arcane abilities grant 2 seconds of fury when cast
I hate traits that force you to carry one particular set of utilities, allows for more diverse builds while keeping the theme of increased damage.
V – Burning Power
Every time you gain might, you do 1s of burning for every stack of might gained on next attack.
Removed RNG trait and replaced with a meaningful way of applying burning, by gaining might, something that fire does well at achieving. (Need to clarify how this trait works, if you gain 3 stacks of might than you do 3s of burning, if you than gain another 2 stacks, you do another 2s of burning, not 5).
VI – Internal Fire
For each second you remain in fire, you gain a buff that increases damage by 2%, stacking at 10%, these buffs are maintained as long as your in fire attunement, these buffs fade after being out of fire for 10 seconds.
Removed the flat damage increase (boring), and added a damage increase that takes time to build, while also allowing you to keep the buff for 10 seconds after switching attunement.
Master Minor
This is fine, however show damage amount in tooltip.
Master Major
IX – Fires Embrace
When Activating a Signet/Glyph/Cantrip, you gain a fire shield for 3/5/5 seconds.
When Activating an Arcane Ability, target burns for 2s.
When Activating a Conjure, target area burns for 3s.
Modified to not encourage use of a single utility type.
X – One with Fire
Fiery Wrath is now a blast modifier and can stack up to 10 times.
Changed due to first talent changing, has the chance to grant might stacks in fire fields and will do more damage potentially.
Grandmaster Minor
Burning Rage
deal 1% more damage for each stack of might on you.
Grandmaster Major
No Problems here.