I thought I’d make a topic where we could suggest small bumps to any area of the ele in order to allow for a more versatile, fierce class without actually making it overpowered as many suggestions have. Feel free to make any suggestions for alterations of traits, skills or weapon skills here.
Disclaimer: As ArenaNet’s class-balance philosophy is to make small boosts in certain areas over the course of multiple patches, I think it’s best to not go crazy. In fact, I might even advocate making a slightly unimpressive change or addition, because let’s be honest, these are the changes that are more prone to happen.
I’ll start with a few ideas I have been bouncing around in my head that propose changes to some traits.
- Fire Adept Minor – Flame Barrier: Boost trigger chance from 20% to 50% while attuned to fire.
- Fire Master Minor – Sunspot: Add 2 seconds of burning to this trait in a 240 AoE. Increase the damage radius to 240 to be more in-line with other attunement effects. Reduce affected targets to 3.
- Fire X – One with Fire: Completely remove current effect and create new effect: burning applied by you deals 10% increased damage (I get that this is the guardian’s bit, but this trait would (and should) be considerably weaker. I thought about 1 second of quickness when attuning to fire but I think that would be a little too powerful with meteor shower.)
- Fire XII – Pyromancer’s Puissance: Removed. Replaced by new grandmaster trait Rapid Fire: Recharge Fire Attunement when you execute a blast finisher. 5 second internal cooldown (Two main problems here: potential to be overpowered and the removal of PP. However, air has a similar, stronger trait and it created a whole new build without being QQ’ed about by the playerbase much.)
- Fire XIII – Blinding Ashes: Reduce internal cooldown and blind duration to 2 seconds for obvious synergy with Burning Precision. AoE applications of burning now blind all affected targets if the trait is off cooldown. This would allow the ele a good option for defending its squishy body in a power build with a 6-point investment. I think this is fair.
- Air Adept Minor – Zephyr’s Speed: Movement speed increased to 20%, or even 25%. This would only work while attuned to air, so it would mainly be useful for travel. My thoughts when boosting this trait revolve mainly around the focus – does anyone else enjoy being a turtle in WvW just to use the (severely underused, mostly due to mobility issues) focus? I don’t.
- Air IV – One with Air: Increase superspeed duration to 2.5 seconds.
- Air VIII – Inscription: Increase might granted while using a glyph in fire attunement from 1 stack to 3 stacks.
- Earth Master Minor – Earthen Blast: In addition to its current effects, this trait now causes attuning to earth to be a blast finisher centered around the player.
- Earth IX – Geomancer’s Freedom: In addition to its current effects, this trait now grants 3 seconds of vigor when you are affected by chill, cripple or immobilize. 10 second ICD.
- Water II – Shard of Ice: Renamed to Flash Freeze. Remove old effect. New effect: Inflict 2 seconds of chill and 5 stacks of vulnerability for 5 seconds when attuning to water. 240 AoE, 3 Targets.
- Arcane Grandmaster Minor – Arcane Precision: Changed from 10% chance to apply conditions on critical hit to 10% chance to apply conditions on hit. Burning duration increased to 2 seconds. Weakness duration decreased to 2 seconds. Bleeding duration increased to 10 seconds. Vulnerability application while in water changed to 2 seconds of chill.
- Arcane VIII – Elemental Attunement: Might duration from attuning to fire reduced to 10 seconds. Increase might gained when attuning to fire to 3 stacks.
- Arcane IX – Arcane Resurrection: Revive speed increase set to 25%. Auras gained upon revival increased in duration to 6 seconds.
- Arcane X – Arcane Energy: Change effect to give 25% of your endurance back when using a utility, heal or elite skill.
- Arcane XIII – Elemental Contingency: Changed to use the Evasive Arcana style of internal cooldown where the 10 second ICD is individual to each attunement.
These were the major ones I could think of for the time being, and I’m sure some of them could cause reductions to be made elsewhere. I have ideas for weapon skills and utilities as well, but I’m sure some of you have your own ideas. I’d love to hear them, as long as they don’t involve the creation of new and ridiculous game mechanics or cause complete pre-nerf hambow syndrome. Maybe we could catch the attention of someone from the balance teams if our suggestions are reasonable!
(edited by Machspeedtwo.1342)