All Professions Level 80
New/Improved Skills
All Professions Level 80
I once met a guardian who was passive healing through my damage, and he /laughed at me. -.-
All Professions Level 80
just a guardian? . .
It happened to me too, but it was a Warrior …
Anyway, I agree with your first post, but your “Rodgort’s invocation” seems too powerful. I don’t think we need this kind of spells, people would just come back and cry about “Ele op”.
I honestly don’t like the sound of the ‘mark of rodgort’ idea. Elementalist easily has the most access to burning out of all professions, and I hate the design of impale. Wouldn’t want to copy it even if it meant we became op.
Something very important to note when considering the condi ele, is that burning has absolutely awful condition damage scaling. At the moment this is the biggest issue when trying to build a condi ele.
Burning: 0.25*condition damage +328 damage per second.
That means 1312 condition damage to double burning damage.
Bleeding: 0.05*condition damage + 42.5 damage per second
That means 850 condition damage to double bleeding ticks.
Torment and poison have about the same scaling as bleeding, confusion is in between the two. So burning has 50 percent worse scaling than all other damaging conditions.
Since condi ele is primarily based on rapid applications of burning, he benefits very little from building condition damage, compared to the classic condition professions. Give us either torment in water attunement, poison anywhere or a bleed on crit trait. We don’t need more burning, we need cover conditions and moreover, we need properly scaling conditions. I think a bleed on crit trait would be the easiest way to go about this. If you base a condition build on burning alone, you will find that either that build is not viable, or it is viable but you would be better off just speccing into power, and taking the burning as an extra since it scales so poorly.
Torment on chill sounds interesting as well. What do you think? Make it a master or grandmaster trait. (perhaps grandmaster minor in earth). That would be quite unique, and fitting of the theme of elementalist based on burning and chill:
http://wiki.guildwars2.com/wiki/Superior_Rune_of_the_Elementalist
Or perhaps a trait like terror for necromancers, called Biting Cold for example, that makes chill do damage! Easier to balance, and it turns the elementalist into a ‘few conditions but hard hitting conditions’ as opposed to the other classes, which have more of a condispam feel to them.
just an idea. but what if chill was stackable in intensity and if u applied X amount of chill, your target was frozen for 3 seconds?
bad idea?
what do you guys think about the damage/casttime and after cast of mainhand dagger auto attacks?
Traits I’d like to see added (names are negotiable):
Fiery Blast – When Burning applied by you ends it deals damage proportional to it’s duration to the target and all nearby enemies.
Unnamed Lightning Trait – ???
Unnamed Earth Trait – While you are attuned to earth your critical hits have a 10% chance to knock your target down for 1 second.
Frostbite – Chill inflicted by you causes damage over time.
Of course, with the current “first in, first out” condition system these might not be so great, but I’d like to see something added to spruce up the elements aspect of the elementalists.
The chill does damage idea could be an awesome addition. I think it has the most potential out of all the ideas I’ve seen put forth so far.
Maybe we can add some kind of dynamic to burning a chilled target or vice versa. Parallel to how in real life rapidly heating something cold/frozen can damage it severely, this effect is called thermal shock.
http://en.wikipedia.org/wiki/Thermal_shock
So either a trait that makes chill do damage, or a trait that makes having both burning and chill up on a target at the same time have a devastating side effect.
I think I’m gonna start a thread either here or on the balance forum discussing this idea.
Another possible idea/trait: Whenever you chill a target, apply vulnerability (a lot like Shard of Ice, but changed a bit)
My two top wishes for eles are more/different conditions and more/different combofields for non-staff users.
The chill dealing damage or torment is really interesting, and would add some new builds.
Unnamed Earth Trait – While you are attuned to earth your critical hits have a 10% chance to knock your target down for 1 second.
But I can’t agree with this trait, It seems to me too powerful, or it should have a CD on trait. Perhaps 10 or 20s, it may appears too short, but (as S/D or D/D) we don’t have that much CC (2, in fact, with very high CD).
The chill dealing damage or torment is really interesting, and would add some new builds.
Unnamed Earth Trait – While you are attuned to earth your critical hits have a 10% chance to knock your target down for 1 second.
But I can’t agree with this trait, It seems to me too powerful, or it should have a CD on trait. Perhaps 10 or 20s, it may appears too short, but (as S/D or D/D) we don’t have that much CC (2, in fact, with very high CD).
An internal CD could (and should) certainly be utilized to ensure balance.
Instead of raw number buffing, I wouldn’t mind buffing combos between attunements and skills. The firey blast idea sounds great as does the chill one. Going into things like Thermal Shock or something like Air skills do more damage to immobilized targets would be neat.