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Posted by: ResJudicator.7916

ResJudicator.7916

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)

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Posted by: PlatinumMember.5274

PlatinumMember.5274

Kinda messed up but I had this very vivid dreams in which Evan made a comment about the staff ele getting improved. Then I got up and for a brief second or two thought it was real.

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Posted by: Sunshine.5014

Sunshine.5014

No stealth for ele please. Other than that, your suggestion is good.

Arcane skill: have a trait to reduce cd by 20%, and each Arcane skill grant additional one stack of Arcane Shield, last 5s. This encourage active players and good timing, instead of the reactive play of Cantrips.

Arcana minor traits are pretty terrible lingering elements are almost useless, and should be baseline.

The Grandmaster minor is also terrible. Remove the ICD, or reduce the ICD. The price rate should be on hit, not on chance of crit hit.

Gray out the HP for future condition damage
Already quit PvP. Just log in here and there to troll.

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Posted by: MonMalthias.4763

MonMalthias.4763

I suppose Blinding Ashes could be:

  • Blind foes in an area when you execute a successful Blast or Whirl combo finisher:
    • Blind for 5 seconds, 240 radius
    • No or low ICD (<20 seconds)

I agree with some of the proposed reworks to certain Elementalist weapon skills like Shatterstone and so on.

Iva Malthias – 80 Engineer
Marellune Malthias – 80 Elementalist
Devil’s Dominion [DD] – Yak’s Bend

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Posted by: Mem no Fushia.7604

Mem no Fushia.7604

I suppose Blinding Ashes could be:

  • Blind foes in an area when you execute a successful Blast or Whirl combo finisher:
    • Blind for 5 seconds, 240 radius
    • No or low ICD (<20 seconds)

Then it will change into blind enemies around you, cuz you won’t blast field below feet of enemy to just blind him in that way or very situational (blind on call). Basicaly the question is what we want? Meele range aoe safe blind or blind on particular enemy. I would not charge to make everything aoe/close range-friendly and leave to remain something against one target.

Blast/whirl to proc trait is nice idea in itself.

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Posted by: Mem no Fushia.7604

Mem no Fushia.7604

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Posted by: Mem no Fushia.7604

Mem no Fushia.7604

Synergy idea for traits that reduce 20% for skills of particural attument, we call them training, we have them per attument. So idea is to add staff range or radious of staff skills increase by 60 to each. Even if we have 4 like that ( only 3 of them we can choose at once in new trait system ) we have 180 more range or radious. I don’t find other way to convince people to choose one of and I don’t think about encourage people for choose all of them with state what we have now.

Now they added 10% while att in fire + % while above treashold + -33% for movement conditions. Second way is 150fero while att in air + % while above treashold + -33% for movement conditions.

It still doesn’t look like equal choice if we compare it to others traits.

Next trait:
Ferocious Winds
Gain ferocity based on your healing.

I won’t comment it. I wil just give ideas:
- You gain 150 ferocity if under swiftness or 250 ferocity if under quickness.
- When you dodge+jump you move a bit further (there isn’t any trait related to this mechanic).
- Swiftness you apply 20% last longer.
- While strafe you gain 150 ferocity.
- While strafe your heal skills have chance to become bosteed (it is crit for heal, chance to become bosteed is 50% of critical chance, calculated: healing power + ferocity). – many people seems to like that idea in some ways so I wrote how Imo it could like – more condition to fulfill/player activity to reach that effect: effort=effect.

Next:
Serrated Stones – Bleeds aply last longer, deal more dmg to bleeding foes.
Strenght of Stone – 10% condi dmg from toughness.

Two traits related to condi but in whole trait line none of traits give condi. -.-

Imo bad.

Idea:
Change Geomancer’s Defense
from 20% dmg redu in 600range to:

Ideas for that change:
- gain 75 toughness per meele weapon (two daggers = 150 or sword:) and dagger, btw there is idea too syngergy it with earth shield and lighting hammer : perf meele weapon it can count conjure weapons in utility slots w/o need to summon them. Conjure axe and gs attack from distance so I don’t count them).
- Beetle’s Defence – when attacked in front from meele you give stack of bleed to that enemy with cd counted on enemy not for whole trait + 20% redu dmg if attacked not from front.

Maybe second trait to change would be Elemental Shielding
now it is: gain protection when aura.
I would add: every 10 stack of vulnerability you aply, also apply 1stack of bleed.
Or: every time stack of vulnerability you receive, you apply 1stack of bleed cd 15s.
Or: every time struck by/apply weakness, you apply 1stack of bleed cd 10s.
Or: when you apply blind you also apply bleed to synergy it with Blind Ashes.

(edited by Mem no Fushia.7604)

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Posted by: Raif.9507

Raif.9507

So is there any news from the OP on what the report looks like/if they sent it in? I know he put a preview of his necro report up.

Asharìa March – 80 Elementalist
Co-Guild Leader of Prime Defense on Sanctum of Rall – www.Primedefense.net

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Posted by: Azel.4786

Azel.4786

Welll here is hoping that this leads to a report that is submitted and considred. Here are my two cents of what I think are the main points with the new traits:

Fire trait line:
Flame Barrier: Remove the trigger chance when attuning, include cooldown and make it always trigger when attuning to fire. This provides better control for the player, rewarding skillfully swapping attunments, rather than a random boon.

Sunspot: Improve radius, at least.

Conjurer – Remove trait. Or make it a proper signet trait. The conjurer part is worthless and more on conjurer below.

Power overwhelming: Make it based on vitality.

One with fire: Make it that all aura’s apply might, not just fire auras. This would improve auramancer builds.

Air Trait Line:

Zephy’s Speed: Remove air attunment requirement. Improve movement speed to 15%, at least.

Ferocious Winds: Change from healing power to precision.

Inscription: Glyphs are currently horrible skills to use, except for the elite – but then only because elementalist elites are in general horrible. Improve the might (3 stacks) and the protection (5s or 6s duration) to make this trait and the skill line more interesting. I don’t have comments on the glyphs and how to improve them…. I only tried them a few times, but ditched them after finding them to be weak.

Bolt to the Heart: Improve health trehshold to 50%.

Earth Trait line:

Earth’s Embrace: Remove and put a new trait. This is a horrible trait due to cooldown and very low health threshold requirement. If armor of earth was a better “oh no” moment skill, maybe, but as it is now, this is a bad trait. This could be a better trait if it triggered Focus 4 and/or 5 skill at 25% health… maybe… not sure.

Water Trait Line:

Aquatic Benevolence: Make it work on the elementalist as well, not just allies.

Soothing Ice: Regen should be activated with any auras. Frost aura should be only on criticals. This way it improves auramancers and still keep the Frost Aura/Regen combo.

Arcane Trait Line:

Lingering Elements: This should be baseline and, most important, should work with all traits and not just a select few.

Arcane Precision: Terrible Grandmaster minor. Simply terrible. If it was at least a 10%-20% on hit, maybe, and very maybe. This is just awful and should be replaced entirely.

Elemental Attunement & Evasive Arcana: First of all, these should not compete with each other. Having “Core” elements of a class competing with each other just neuters the class to create false build diversity by making all alternatives crippled.

If ANET is adamant in not correcting this mistake:
(i) Evasive Arcana: Needs to have something additional to it, e.g., gaining endurance when dodging an attack, or something. Right now, it seems to pale in comparison with Elemental Attunement.

(ii) Elemental Attunement: I think maybe it should have 2 might stack to justify it being grandmaster now…. but really depends on how boon duration will be handled in the new system.

SKILLS:

Conjure Weapons: Bad skills in general, with very niche uses that are not as they were designed to be used. And the two still used – not counting the glorified running shoes called FGS – will be nerfed out of their niche uses.

These skills should be consolidated into one single elite. The elite would work with allowing attunement swap to change the weapon you are using, so in Fire you use FGS, in Water you use FB, in Air you use LH and in Earth you use the shield.

Skills should be adjusted to have a bit more synergy and the nerf to FB and LH can go through. Skill should also not be limited per charges, but rather duration (60s).

Skill would then be put into one of the existing categories, e.g., a Cantrip (my preference).

Lightning Flash: Oh, and improve lightning flash teleport to work more like with other classes teleport…. it shouldn’t be just a fast movement, it should work as an actual teleport such as thief’s shortbow teleport.

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Posted by: Supreme.3164

Supreme.3164

Do not forget the traits that grant a fire aura on signet use!

When burning get changed to intensity stacking from duration, the fire aura trait should be updated too

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Posted by: Mem no Fushia.7604

Mem no Fushia.7604

Fire trait line:
Flame Barrier: Remove the trigger chance when attuning, include cooldown and make it always trigger when attuning to fire. This provides better control for the player, rewarding skillfully swapping attunments, rather than a random boon.

burning will now stack with intensity if other profs/specs will be owerpowerd yes if not the for bumping aura every time swap to fire.

Conjurer – Remove trait. Or make it a proper signet trait. The conjurer part is worthless and more on conjurer below.

Its still give fire aura from signet + fact that your ally can grant you fire aura + might if you have those 2traits? its new way to cooperate that may a bit encourage to use them. Much more interesting than just selfish fusing all of them. Conjurer weapons need polishing, encourage to use them.

Sunspot: Improve radius, at least.

agree

One with fire: Make it that all aura’s apply might, not just fire auras. This would improve auramancer builds.

I’m rather humble to much for me.

Air Trait Line:

Zephy’s Speed: Remove air attunment requirement. Improve movement speed to 15%, at least.

When you go in combat / we are struck by something we start to move slower: so while attuned to air slow for combat will not work – my idea for rework it.

Earth Trait line:

Earth’s Embrace: Remove and put a new trait. This is a horrible trait due to cooldown and very low health threshold requirement. If armor of earth was a better “oh no” moment skill, maybe, but as it is now, this is a bad trait. This could be a better trait if it triggered Focus 4 and/or 5 skill at 25% health… maybe… not sure.

I would suggest: to change it to Earth’s Rising – You throw 5 dust devils in all directions when struck by attack that took at least 10% or 20% of your max hp + long cd. I suggest, but i’m still ok with earth’s embrace.

Water Trait Line:

Aquatic Benevolence: Make it work on the elementalist as well, not just allies.

Soothing Ice: Regen should be activated with any auras. Frost aura should be only on criticals. This way it improves auramancers and still keep the Frost Aura/Regen combo.

Aquatic Benevolence: I would say no, but saw yesterday imo huge heal from dh healing trap (maybe my imagination or just its still on the table), so maybe it would be just fine.

Soothing Ice: regen with any aura no cuz of too big synergy with cleansing water. Frost is water based aura so regen fits to it. Btw now it is struck by critical grants regen and frost aura. What if I play with Stone Heart? No synergy if I am going to stay earth for eternal: I would add besides to struck by critical second trigger: if enemy attack glance at you. Then it will also give some synergy with weakness apply.

And about aura traits: still need something about them: every trait aura related increase duration of auras by 3% and bountiful aura by 4%. About one with fire that longers fire aura by 33% just change to fire auras 30% longer and all auras 3% longer so it still will be 33% for fire aura.

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Posted by: Mem no Fushia.7604

Mem no Fushia.7604

Arcane : Lingering Elements
change work to:
when struck by cc create Unfinished Elemental
Unfinished Elemental – its the same as Lesser Elemental, but dies after kittens as long as those hits are 1dmg+. Condtion dmg / boons doesn’t affect them.
when dazed: fire unfinished elemental
when stunned: air unfinished elemental
when launched: water unfinished elemental
when knocked down: earth unfinished elemental.

Max number of unifinished elementals : 3, traited 5.

Arcane: Elemental Surge:
add: increase amount of unfinishied elementals by 2
add: unfinished elementals apply condtion every 7th attack:
condtion equal to that how we apply conditions thanks to elemental surge with
arcane skills.

(edited by Mem no Fushia.7604)

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Posted by: Mem no Fushia.7604

Mem no Fushia.7604

Mechanics in game you can utilize to traits: not in line of sight, dodgejump, jump, moving patterns like: cricling around target, being circled by enemy, straight, strafe, backward, fast, slow, walk, falling into water, unpredictable, fast valve.

PS. Even if we suggest to make more active traits, never replace all passive cuz it will become faster-win, some nice passive defense traits ing should remain to not lose everything cuz of suprise attack/ first attack/ stealth. Imo we aren’t very alert or being alert for whole time would be too absorbing.

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Posted by: Nutshel.7264

Nutshel.7264

Just thought of this:
We could use some downed state equalization. Some classes are way stronger in downed 1v1 then others. Nothing sucks more then losing after getting opponent downed first, putting few hits in then getting down and killed by him

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Posted by: Azel.4786

Azel.4786

Just thought of this:
We could use some downed state equalization. Some classes are way stronger in downed 1v1 then others. Nothing sucks more then losing after getting opponent downed first, putting few hits in then getting down and killed by him

I agree, some classes need a fine tuning on their downed skills….good thing they said they are nerfing Necro’s downed damage…. which is absurd currently…..

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Posted by: Mem no Fushia.7604

Mem no Fushia.7604

Just thought of this:
We could use some downed state equalization. Some classes are way stronger in downed 1v1 then others. Nothing sucks more then losing after getting opponent downed first, putting few hits in then getting down and killed by him

I agree, some classes need a fine tuning on their downed skills….good thing they said they are nerfing Necro’s downed damage…. which is absurd currently…..

Our dmg in downed state is actually.. eh reposition with mist and pray there is gate near to hide They merged lava tomb to Persisting Flames, but it is dmg around you.
Our downed state related traits end with that and for allies with Arcane Ressurection.

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Posted by: MyPuppy.8970

MyPuppy.8970

Well, actually even if it is a little bit yolo, MS+ double lava font before going down is almost an instant rally. It’s a pity they removed the damage modifier in downed state though.

Lily Bertine [NG]/[GiRL]
Nerfentalist of Augury Rock

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Posted by: Mattmatt.4962

Mattmatt.4962

May we get some real grand master minor ? Like mesmer are getting with Time Marches On ?

Cause what do we have ?
Deal 10% more damage to burning foes, medium
60% Chance to cause 5s vulnerability on critical hits, medium-low
You take 20% less damage from foes within close range (600), high (but rather medium when we consider it make up for the loss of thoughness)
Healing done to allies is increased by 25%, weak
Skills have a 10% chance to apply a condition on critical hits, joke

Yes i’m kittening salty, but i’m kittening sick of seeing up everywhere for other class, and basically as many nerf than up for ele ….

Pretty much everything constructive i had to say as already been said so ^^

well maybe this:
add to final shielding: if your health must drop below 25%, it goes to 25%
prevent the trait from not triggering cause 3K hp is nothing when you’re light armor
buff burst spec while not buffing tanky ones cause it wont have as much efficiency for tanky ones
its balanced cause it just basically make the arcane shield bloke 4times instead of 3 but considering the insane cooldown, its deserved

Ele should have the strongest trait cause its the weakest class by essence. Dont forget this

Tempest seems made careful not to make ele better in any way, since that would be bad

It does the job well :-)

(edited by Mattmatt.4962)

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Posted by: MyPuppy.8970

MyPuppy.8970

Well even when you pop final shielding when you’re loaded with condis, it doesn’t help that much… I think what the arcane line really needs is a perfect synergy with other 4 lines, independantly from which ones you choose to invest your points in. Arcane should not be a 5th element on its own but enhance the use of others. That’s why traits like both EA are so good with the water line, and lingering elements could have potential. It should be the same with other elements. At the moment condi removal is too tied with regen (thus the water line), we should have other means to remove condi proficiently, and mitigate damage. And we need those mechanics because we’re eles.
Why not make traits like:
- remove a condi when you make a critical strike (cd 5s): allows crit/arcane builds some survivability
- Transfer up to 2 condis when you interrupt a foe (per target): synergy with air line
- Gain protection/stability when you immobilize/cripple a foe (2s per target): synergy with earth line

These are just some examples i came up with, haven’t thought too much about balance issues…

Lily Bertine [NG]/[GiRL]
Nerfentalist of Augury Rock

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Posted by: Mem no Fushia.7604

Mem no Fushia.7604

Apply slow when apply immobilize and when that immobilize ends. Sometimes enemies just cleans everything with once skill. Double thick for condi: instant and far can change something.

Swallow: skill for tornado and elementals: you can swallow/order elementals to swallow enemy in downed state – enemy can’t be dmg, buff, heal until elemental killed/ tornado ends, conditions still thick on him. Other enemies don’t see on minimap where her downed allie is + don’t see name. Their downed state hp lose still thicks. They can’t use their downed state skills.
You can also order elemental to swallow your self: gain huge regen when inside, if downed state: its counts as using 4 as long as in elemental. It would be interesting to control elemental when we order to swallow ourself. It would be the most tricky mechanic for ele expect: dagger e5 + lightning flash. If we allow to swallow allies it must be allowed to control them. Controling them also with banners like henchman/heroes in gw would be a thingy – only when swallow enemy.

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Posted by: Mattmatt.4962

Mattmatt.4962

If we allow to swallow allies it must be allowed to control them. Controling them also with banners like henchman/heroes in gw would be a thingy – only when swallow enemy.

Wont happen for trolling reason :/

But the idea of beeing swallowed by elemental could bring a brand new utilities: take over (thank you fairy tail ^^). Skills that turn yourself into elementals. Basically it would act like deathshroud of necromancer. Maybe for a later elite spec

Tempest seems made careful not to make ele better in any way, since that would be bad

It does the job well :-)

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Posted by: MyPuppy.8970

MyPuppy.8970

Water Form: immune to physical damage. Increased vitality. Ennemies slice through you like water.

  1. Water jet cutter: release a jet of high pressurized water. Pushback non moving targets. Pierces.
  2. Toxic rain: Create an area that poison foes and corrodes their armor. 5s, -60 armor per tick. Poison field
  3. Water nova: release a water nova that heals allies and push back foes. Blast finisher.
  4. Water lock/water jail: lock your target in a sphere of water until it is destroyed. Target takes more damage if chilled. Target can only use their underwater skills.
  5. Tsunami: (pretty much like Nami’s ult in LoL)
Lily Bertine [NG]/[GiRL]
Nerfentalist of Augury Rock

(edited by MyPuppy.8970)

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Posted by: Mem no Fushia.7604

Mem no Fushia.7604

If we allow to swallow allies it must be allowed to control them. Controling them also with banners like henchman/heroes in gw would be a thingy – only when swallow enemy.

Wont happen for trolling reason :/

But the idea of beeing swallowed by elemental could bring a brand new utilities: take over (thank you fairy tail ^^). Skills that turn yourself into elementals. Basically it would act like deathshroud of necromancer. Maybe for a later elite spec

I was like: when allies in downed state we can swallow him, and he moves as elemental + can exit whenever he can or: when our elemental near ally in downed state have skill : Allow to Swall Yourself by Elemental. I would never let to make it being troll-mechanic, some complicated mechanic to prevent that are needed.

True some new skills for elementals when they swallow particular profession even 1 for each prof.

(edited by Mem no Fushia.7604)

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Posted by: Mem no Fushia.7604

Mem no Fushia.7604

Water Form: immune to physical damage. Increased vitality. Ennemies slice through you like water.

  1. Water jet cutter: release a jet of high pressurized water. Pushback non moving targets. Pierces.
  2. Toxic rain: Create an area that poison foes and corrodes their armor. 5s, -60 armor per tick. Poison field
  3. Water nova: release a water nova that heals allies and push back foes. Blast finisher.
  4. Water lock/water jail: lock your target in a sphere of water until it is destroyed. Target takes more damage if chilled. Target can only use their underwater skills.
  5. Tsunami: (pretty much like Nami’s ult in LoL)

water lock I was somewhere about more cages skills and that one suits.

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Posted by: Mem no Fushia.7604

Mem no Fushia.7604

Next idea: Best Aura – auras you cloak onto yourself have chance to convert into magnetic aura or shocking aura (ofc others auras than those 2). GM worth trait. You can call it Shocking-Magnetic Meta.

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Posted by: Mattmatt.4962

Mattmatt.4962

Your trolling idea gave me a nice one ^^

*insert cool name here"
Whenever an aura you applyed to you without your weapon skill ends (understand applyed with combo or runes or mates or trait) you gain magnetic aura.
Gm worthy, promote comboing, teamplay and currently useless aura runes ^^
EDIT:
synergizes with tempest defense and soothing ice. Would be OP if in earth line cause you could get both trait and prot on aura, so put in fire or arcane (fire would be nice to take pyromancer’s puissance spot)
call it “aura retalation” so it fits with fire spirit

EDIT EDIT:
It happens i just look at diamond skin trait …. here is the fix to this stupid trait:

Aura of purity / Cleansing aura
When you apply an aura, apply resistance for the duration. (might be OP if work with traits/rune/combo)
open for a fire air earth build, especially with the other trait suggested

Discuss

Tempest seems made careful not to make ele better in any way, since that would be bad

It does the job well :-)

(edited by Mattmatt.4962)

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Posted by: Mem no Fushia.7604

Mem no Fushia.7604

Resistance on aura isn’t stupid idea. Might be OP. If it will be they will nerf it. Everything in changes for new traits/spec seems like that so we would just go along with them.

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Posted by: Mattmatt.4962

Mattmatt.4962

kitten just realised a full signet earth fire build would be OP (didnt notice the trait granting fire aura on signet still existed since i stopped to read when i saw “conjure” ^^)
This “Cleansing aura” musnt synergize with trait, way to OP.

Tempest seems made careful not to make ele better in any way, since that would be bad

It does the job well :-)

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Posted by: Mem no Fushia.7604

Mem no Fushia.7604

kitten just realised a full signet earth fire build would be OP (didnt notice the trait granting fire aura on signet still existed since i stopped to read when i saw “conjure” ^^)
This “Cleansing aura” musnt synergize with trait, way to OP.

Don’t be too harsh for yourself idea is good and could be better:) Game would show if it would be op or not^

K, next trait idea: whenever you blind you also float enemy. Now somebody suggested blinding ashes aoe when whirling / combo on field + trait that already exists: apply condition when arcana skill. Then we see floating blind people everywhere.

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Posted by: Mem no Fushia.7604

Mem no Fushia.7604

Recycle Ether – trait that collect pulses of ether renewal that never were used cuz rupted. Spheres of ether renewal keep circling around you and they are automaticaly used to cleans conditions on nearby allies or to “swallow” attack of enemy then you press “free” to set free accumulated energy of that attack (equal dmg/effect).

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Posted by: Mem no Fushia.7604

Mem no Fushia.7604

We have traits that trigger while treshold, but only one while cc’ed (tempest defense-grant shocking aura when cc’ed-but it stuns meele when they hit, so it require also next attack on face in close distance from enemy, 20% dmg for contrattack) so I suggest more cc’ed related traits for example when cc’ed we updraft or gust enemy. Probably it is compresed version of one ideas that I were posting earlier.

(edited by Mem no Fushia.7604)

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Posted by: Mem no Fushia.7604

Mem no Fushia.7604

Water GM trait: Deep Aura: Froze Aura you apply on yourself have also chance to deep freeze if struck by meele.
Arcana GM trait: When struck by cc trigger random cantrip.

Idea for elite: 1000 Trident’ Iskander – you summon wave of tridents in direction and around you for dmg/deep freeze.

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Posted by: Raif.9507

Raif.9507

Water GM trait: Deep Aura: Froze Aura you apply on yourself have also chance to deep freeze if struck by meele.
Arcana GM trait: When struck by cc trigger random cantrip.

Idea for elite: 1000 Trident’ Iskander – you summon wave of tridents in direction and around you for dmg/deep freeze.

You really really should just edit your posts instead of posting a new one every time. Just saying.

Asharìa March – 80 Elementalist
Co-Guild Leader of Prime Defense on Sanctum of Rall – www.Primedefense.net

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Posted by: Raif.9507

Raif.9507

So… any updates yet from OP?

Asharìa March – 80 Elementalist
Co-Guild Leader of Prime Defense on Sanctum of Rall – www.Primedefense.net

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Posted by: PlatinumMember.5274

PlatinumMember.5274

So… any updates yet from OP?

What do you expect from the OP? All he can do is submit the report and pay that someone other than karl sees it.

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Posted by: Raif.9507

Raif.9507

So… any updates yet from OP?

What do you expect from the OP? All he can do is submit the report and pay that someone other than karl sees it.

Probably the same thing he posted in the necro forum. A heads up that he submitted something and a small view of what he did submit, nothing more. I don’t expect him/her to do any more than that.

Asharìa March – 80 Elementalist
Co-Guild Leader of Prime Defense on Sanctum of Rall – www.Primedefense.net

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Posted by: Mattmatt.4962

Mattmatt.4962

I don’t expect him/her to do any more than that.

He/she can’t really do more ^^

Tempest seems made careful not to make ele better in any way, since that would be bad

It does the job well :-)

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Posted by: Nutshel.7264

Nutshel.7264

sooo, was the report idea scrapped?

(edited by Nutshel.7264)