Here’s some suggestions from an avid fresh air ele player:
(1) I really like the idea of having more active traits. Given that one of the ele’s strengths is finishing combo fields, it would be interesting to see more traits revolve around using combo fields. For example:
- Blinding Ashes (Fire GM Major) could grant stealth when a fire field is blasted (on an ICD, so ele’s access to stealth would be limited). This would allow burst eles some very much-needed disengage potential.
- Arcane Precision (Arcana GM Minor) could apply its effects at a 100% rate whenever the Ele’s Projectile Finishers are combined with a Combo Field.
- Final Shielding (Arcana Master Major) could be improved so that Arcane Skills deal bonus damage or recharge faster whenever they are used in conjunction with a combo field.
(2) Add in some traits/skills that allow the Ele to actively avoid damage. For example, retool One With Air (Air Adept Master) so it grants a short burst of superspeed whenever you blind or dodge an attack. It would reward a playstyle where you actively blind/evade an attack, and then get some superspeed to reposition yourself. But if you get hit, or caught by an immobilize, then you’re extremely vulnerable.
(3) Replace Zephyr’s Speed (Air Adept Minor) with Bolt to the Heart (Air GM Master) and adjust the numbers accordingly (and make it work only when attuned to air). Bolt to the Heart should not be a grandmaster trait because it is neither build-defining nor gameplay-changing in any way. It’s just a straight up DPS increase, like Air Training or Pyromancer’s Training, except it doesn’t even improve cooldowns. Zephyr’s Speed is 100% worthless as it currently is.
(4) As others have said, Lingering Elements practically does nothing. If you have Lingering Elements, then you’ve taken Arcana, which means you only have 2 trees left to place into elemental lines. So at most, you get the benefit of having two minor adept traits Linger for slightly longer. And if the Tempest’s adept minor trait doesn’t benefit from linger, then Lingering Elements would only affect one trait! That’s worthless! I think the Linger Effect should just be baseline, and Lingering Elements should be retooled to provide some other benefit (such as +1% increased damage for every different condition on your target, which would synergize with the idea of swapping between different elements to apply bleeding/burning/vulnerability/blindness).
(5) Revisit the weapon skills, especially for scepter and focus. Shatterstone (Scepter Water 2) makes almost no sense from a risk/reward perspective. It does less damage over the course of its cast time than most autoattacks. On top of that, it’s one of the harder skills to land in the game. Shatterstone takes so long to trigger that your opponent can just walk out of the AOE before it explodes. The only way to hit shatterstone is to CC your opponent first. Compare that to, say, mind stab, which requires that your opponent burn a dodge and has a much greater effect (I think almost 2x the damage) + boon strip. Mind stab is in a good place; shatterstone is so weak that it’s almost never worth using.
- My suggestion would be to turn shatterstone into a soft-CC skill. Have it pulse chill while active, and inflict vulnerability + higher damage when it explodes. Now eles can use the skill to peel for their teammates. (It’d also be interesting, but not necessary, if the shatterstone automatically detonated when you leave water, which adds some active play: do you want to stay in water to get the chill CC? or swap out while your opponent is near the shatterstone to get the dmg + vuln stacks?).
(edited by ResJudicator.7916)