Now would be a good time
Regarding signet, I simply can’t agree with you. In their core state they are all pretty good, granting that they have pretty low cool down and okayish active effectThe trait make their passive permanent and reduce even further their cool down. They are certainly far to be the worst signets in game.
That said, signets used to be better when you could gain a fire aura on signet use thanks to a trait that sadly disapear. I’d be overjoyed to see this kind of effect appear onto a new runeset for example.
As for Arcanes skills, I think there is 2 issues :
- Cool down on arcane power and arcane shield. Arcane power having little to no value in the game and arcane shield being stuck to limit of 3 block, there is no reason for the prohibiting cool down on them.
- The trait Elemental surge which really don’t give anything valuable to the arcane skills. The extra ferocity have little to no value and the extra condition have no meaning, it’s even a bother in the end.
You do not talk about conjure which are as bad as the rest. Sure, some use FGS for mobility, ES for a bit of defense, FB for “burst” or LH for sustain damage. But let’s be honest, the use of these tools is clunky, the “charge” system make them “meh” at best and the associated trait is a joke. (I forgot to say that no one use flame axe)
Earth and Air signet are good.
Restoration Signet needs a condition clear on the active.
Fire Aura on the signet of fire is a suggestion that had been brought up in the past. Fire aura if the active portion of the skill hits.
For Water, the suggestion is to make the passive also clean chilled every 10 seconds along with the random condition clear. Additionnally, you give the personnal frost aura in the activation if it hits.
Or the timer from water is set to 5 seconds. Then the passive would make a lot sense …
Adding fire aura on active fire signet would also be great.
Arcane skills being instant cast makes them quite powerful with the Elemental surge trait. This trait combined with arcane precision can be quite deadly for burst damage and control. They are underused but in the present state they already have some values.
Signet of water should be improved either in term of condi removed or frequency of removal.
Arcane shield should block every attack for 3s. Then it explode. Still 60sec cd would be fine with this change.
I would prefer arcane shield it as it is but with much lower CD. In general i would prefer -33% CD in the trait to bring use an punch to an arcane setup….
ARCANES
Arcane Shield: Cool down reduced to 50 seconds untraited. Blocks all attacks for 3 seconds. Option to detonate Shield early for critical damage. (Final Shielding trait changed to same.)
Arcane Power: Cool down reduced to 30 seconds untraited. for 5 seconds, you gain 180 Power and your attacks are unblockable.
Arcane Blast: Now pierces.
SIGNETS
Signet of Fire: Passive: no change. Active: Double Burning stacks to 4.
Signet of Water: Passive: Cures a condition every 5 seconds. Active: Freeze your foe (Like Ice Bow 5.)
CANTRIPS
Mist Form: Cures Chill. Cool down reduced to 60 seconds untraited.
Tornado/Whirlpool: Cool down reduced to 100 seconds untraited.
CONJURE WEAPONS: Now replace the respective Attunement for their duration; charges are eliminated. When activated, the Conjure utility skill becomes a “drop Conjure weapon” skill that restores the respective Attunement; when dropped, the Conjure goes on a 30-second recharge. Conjure weapons that are created for allies function as they currently do, but charges are eliminated.
Conjure Earth Shield: Breaks Stun when cast.
Conjure Frost Bow: Skill 1 heal scale with Healing Power improved.
Conjurer trait: Reduces Conjure weapon cool down time by 20% (both the individual weapon skills as well as the global Conjure skill.) Conjure weapons that are created for allies have an effect when summoned:
-Lava Axe: Ring of Fire where summoned.
-Frost Bow: Cleansing Wave where summoned.
-Lightning Hammer: Static Field where summoned.
-Earth Shield: AoE cripple where summoned.
-Fiery Greatsword: no change, already damages+burns where summoned.
GLYPHS
Glyph of Storms: Cool down reduced to 40 seconds untraited.
Glyph of Lesser Elementals/Glyph of Elementals: Cool down reduced to 20 seconds untraited (cool down begins after Elemental dies.)
Glyph of Elemental Power: Cool down reduced to 40 seconds untraited.
Glyph of Renewal: Cool down reduced to 90 seconds untraited. Radius of Renewal of Earth increased to 600.
Inscription trait: Glyphs also cure 1 condition depending on your Attunement.
-Fire: cures Chill
-Water: cures Burning
-Air: cures Immobilize
-Earth: cures Weakness
SHOUTS
Tempestuous Aria trait: Also reduces cool down on Shouts by 20%.
(edited by Glenstorm.4059)
ARCANES
Arcane Shield: Cool down reduced to 50 seconds untraited. Blocks all attacks for 3 seconds. Option to detonate Shield early for critical damage. (Final Shielding trait changed to same.)
Arcane Power: Cool down reduced to 30 seconds untraited. for 5 seconds, you gain 180 Power and your attacks are unblockable.
Arcane Blast: Now pierces.
SIGNETS
Signet of Fire: Passive: no change. Active: Double Burning stacks to 4.
Signet of Water: Passive: Cures a condition every 5 seconds. Active: Freeze your foe (Like Ice Bow 5.)
CANTRIPS
Mist Form: Cures Chill. Cool down reduced to 60 seconds untraited.
Tornado/Whirlpool: Cool down reduced to 100 seconds untraited.
CONJURE WEAPONS: Now replace the respective Attunement for their duration; charges are eliminated. When activated, the Conjure utility skill becomes a “drop Conjure weapon” skill that restores the respective Attunement; when dropped, the Conjure goes on a 30-second recharge. Conjure weapons that are created for allies function as they currently do, but charges are eliminated.
Conjure Earth Shield: Breaks Stun when cast.
Conjure Frost Bow: Skill 1 heal scale with Healing Power improved.
Conjurer trait: Reduces Conjure weapon cool down time by 20% (both the individual weapon skills as well as the global Conjure skill.) Conjure weapons that are created for allies have an effect when summoned:
-Lava Axe: Ring of Fire where summoned.
-Frost Bow: Cleansing Wave where summoned.
-Lightning Hammer: Static Field where summoned.
-Earth Shield: AoE cripple where summoned.
-Fiery Greatsword: no change, already damages+burns where summoned.GLYPHS
Glyph of Storms: Cool down reduced to 40 seconds untraited.
Glyph of Lesser Elementals/Glyph of Elementals: Cool down reduced to 20 seconds untraited (cool down begins after Elemental dies.)
Glyph of Elemental Power: Cool down reduced to 40 seconds untraited.
Glyph of Renewal: Cool down reduced to 90 seconds untraited. Radius of Renewal of Earth increased to 600.
Conjurer trait: Glyphs also cure 1 condition depending on your Attunement.
-Fire: cures Chill
-Water: cures Burning
-Air: cures Immobilize
-Earth: cures WeaknessSHOUTS
Tempestuous Aria trait: Also reduces cool down on Shouts by 20%.
Well, these would be nice changes.
CONJURE WEAPONS: Now replace the respective Attunement for their duration; charges are eliminated. When activated, the Conjure utility skill becomes a “drop Conjure weapon” skill that restores the respective Attunement; when dropped, the Conjure goes on a 30-second recharge. Conjure weapons that are created for allies function as they currently do, but charges are eliminated.
Hell no. I accuse anyone wishing to cause Conjures to replace respective attunement of having not played with a Conjured Weapon on their build before. Conjures are currently best to fill up the delay of an Overload. For instance, preparing a water overload preemtively before a condition bomb. When the conjured weapon fits better your rotation than a water attunement or earth attunement…
Current conjures as they are have more depths.
CONJURE WEAPONS: Now replace the respective Attunement for their duration; charges are eliminated. When activated, the Conjure utility skill becomes a “drop Conjure weapon” skill that restores the respective Attunement; when dropped, the Conjure goes on a 30-second recharge. Conjure weapons that are created for allies function as they currently do, but charges are eliminated.
Hell no. I accuse anyone wishing to cause Conjures to replace respective attunement of having not played with a Conjured Weapon on their build before. Conjures are currently best to fill up the delay of an Overload. For instance, preparing a water overload preemtively before a condition bomb. When the conjured weapon fits better your rotation than a water attunement or earth attunement…
Current conjures as they are have more depths.
Fair enough. Outside of trying to play Lightning Rod builds with Earth Shield and Frost Bow skill 5, I haven’t really messed around with Conjures much because I find them too clunky. But my suggestion wouldn’t really play much differently than how Conjures currently work, since I also suggest adding a drop Conjure button that the utility skill becomes (which would restore the corresponding Attunement, much like an Engineer kit restores the weapon skills.) This just gives flexibility to those who wish to maintain their Conjure weapons as well as their other Attunements.
I’m also not suggesting replacing the Overloads, just the corresponding Attunement’s weapon skills—which Conjures do right now anyway, but to all Attunement weapon skills.
Unless I’m misunderstanding you.
ARCANES
Arcane Shield: Cool down reduced to 50 seconds untraited. Blocks all attacks for 3 seconds. Option to detonate Shield early for critical damage. (Final Shielding trait changed to same.)
Arcane Power: Cool down reduced to 30 seconds untraited. for 5 seconds, you gain 180 Power and your attacks are unblockable.
Arcane Blast: Now pierces.
SIGNETS
Signet of Fire: Passive: no change. Active: Double Burning stacks to 4.
Signet of Water: Passive: Cures a condition every 5 seconds. Active: Freeze your foe (Like Ice Bow 5.)
CANTRIPS
Mist Form: Cures Chill. Cool down reduced to 60 seconds untraited.
Tornado/Whirlpool: Cool down reduced to 100 seconds untraited.
CONJURE WEAPONS: Now replace the respective Attunement for their duration; charges are eliminated. When activated, the Conjure utility skill becomes a “drop Conjure weapon” skill that restores the respective Attunement; when dropped, the Conjure goes on a 30-second recharge. Conjure weapons that are created for allies function as they currently do, but charges are eliminated.
Conjure Earth Shield: Breaks Stun when cast.
Conjure Frost Bow: Skill 1 heal scale with Healing Power improved.
Conjurer trait: Reduces Conjure weapon cool down time by 20% (both the individual weapon skills as well as the global Conjure skill.) Conjure weapons that are created for allies have an effect when summoned:
-Lava Axe: Ring of Fire where summoned.
-Frost Bow: Cleansing Wave where summoned.
-Lightning Hammer: Static Field where summoned.
-Earth Shield: AoE cripple where summoned.
-Fiery Greatsword: no change, already damages+burns where summoned.GLYPHS
Glyph of Storms: Cool down reduced to 40 seconds untraited.
Glyph of Lesser Elementals/Glyph of Elementals: Cool down reduced to 20 seconds untraited (cool down begins after Elemental dies.)
Glyph of Elemental Power: Cool down reduced to 40 seconds untraited.
Glyph of Renewal: Cool down reduced to 90 seconds untraited. Radius of Renewal of Earth increased to 600.
Conjurer trait: Glyphs also cure 1 condition depending on your Attunement.
-Fire: cures Chill
-Water: cures Burning
-Air: cures Immobilize
-Earth: cures WeaknessSHOUTS
Tempestuous Aria trait: Also reduces cool down on Shouts by 20%.
These all sound great, though blocking all attacks with final shielding would be too good. I think applying these changes to just the utility would be good though.
Everything else sounds pretty good in theory.
Bad Elementalist
CONJURE WEAPONS: Now replace the respective Attunement for their duration; charges are eliminated. When activated, the Conjure utility skill becomes a “drop Conjure weapon” skill that restores the respective Attunement; when dropped, the Conjure goes on a 30-second recharge. Conjure weapons that are created for allies function as they currently do, but charges are eliminated.
Hell no. I accuse anyone wishing to cause Conjures to replace respective attunement of having not played with a Conjured Weapon on their build before. Conjures are currently best to fill up the delay of an Overload. For instance, preparing a water overload preemtively before a condition bomb. When the conjured weapon fits better your rotation than a water attunement or earth attunement…
Current conjures as they are have more depths.
Fair enough. Outside of trying to play Lightning Rod builds with Earth Shield and Frost Bow skill 5, I haven’t really messed around with Conjures much because I find them too clunky. But my suggestion wouldn’t really play much differently than how Conjures currently work, since I also suggest adding a drop Conjure button that the utility skill becomes (which would restore the corresponding Attunement, much like an Engineer kit restores the weapon skills.) This just gives flexibility to those who wish to maintain their Conjure weapons as well as their other Attunements.
I’m also not suggesting replacing the Overloads, just the corresponding Attunement’s weapon skills—which Conjures do right now anyway, but to all Attunement weapon skills.
Unless I’m misunderstanding you.
A bit of misunderstanding. I get that overloads would still work. But, with your suggestion, you cannot wield a Earth Shield while attuned to water. That’s how conjure tempest builds work. They wait out the next stun or predict the next move by readying an overload.
Example of combos.
-Magnetic Shield (Pulls 3 targets) -> Overload Fire
-Earth Shield standard fighting -> Overload Water to clear conditions. And cover that healing with 180 extra toughness (Though the vitality will reduce the total healing by 10%)
-Safer Overloads or Stronger Overloads by wielding a Power or Toughness Conjured Weapon.
-Air Overload -> Earth Shield daze for Tempest Defense’s 20% damage increase.
-Any damaging overload -> Magnetic Shield Pull to pull back in enemies into overload without having to do the Earth Shield Cast. (But do not expect Tempest Defense 20% damage increase. It does not work on Knockbacks, Pulls, Sink, Floats, Fears, launch, taunt.)
CONJURE WEAPONS: Now replace the respective Attunement for their duration; charges are eliminated. When activated, the Conjure utility skill becomes a “drop Conjure weapon” skill that restores the respective Attunement; when dropped, the Conjure goes on a 30-second recharge. Conjure weapons that are created for allies function as they currently do, but charges are eliminated.
Hell no. I accuse anyone wishing to cause Conjures to replace respective attunement of having not played with a Conjured Weapon on their build before. Conjures are currently best to fill up the delay of an Overload. For instance, preparing a water overload preemtively before a condition bomb. When the conjured weapon fits better your rotation than a water attunement or earth attunement…
Current conjures as they are have more depths.
Fair enough. Outside of trying to play Lightning Rod builds with Earth Shield and Frost Bow skill 5, I haven’t really messed around with Conjures much because I find them too clunky. But my suggestion wouldn’t really play much differently than how Conjures currently work, since I also suggest adding a drop Conjure button that the utility skill becomes (which would restore the corresponding Attunement, much like an Engineer kit restores the weapon skills.) This just gives flexibility to those who wish to maintain their Conjure weapons as well as their other Attunements.
I’m also not suggesting replacing the Overloads, just the corresponding Attunement’s weapon skills—which Conjures do right now anyway, but to all Attunement weapon skills.
Unless I’m misunderstanding you.
A bit of misunderstanding. I get that overloads would still work. But, with your suggestion, you cannot wield a Earth Shield while attuned to water. That’s how conjure tempest builds work. They wait out the next stun or predict the next move by readying an overload.
Example of combos.
-Magnetic Shield (Pulls 3 targets) -> Overload Fire
-Earth Shield standard fighting -> Overload Water to clear conditions. And cover that healing with 180 extra toughness (Though the vitality will reduce the total healing by 10%)
-Safer Overloads or Stronger Overloads by wielding a Power or Toughness Conjured Weapon.
-Air Overload -> Earth Shield daze for Tempest Defense’s 20% damage increase.
-Any damaging overload -> Magnetic Shield Pull to pull back in enemies into overload without having to do the Earth Shield Cast. (But do not expect Tempest Defense 20% damage increase. It does not work on Knockbacks, Pulls, Sink, Floats, Fears, launch, taunt.)
Sounds good to me. Anything to make Conjures less clunky.
I am a fan of FSG but the cooldown ruins the fun :-/. Also i tried to use lava axe in the past but while it was nice to use it was a waste of an untility slot.
I would rework conjures to only let them for the ele and if you conjure them you get a weapon swap between you elements and the conjure….