Suggestions for future Ele skills
While the idea sounds good, I do not agree with it. Why have another skill do the same as another skill but for a different class. That certain skill would make the Mesmer class not so unique anymore. Its like giving the elementalists a “sheep” skill rather than moa or take the warrior’s one thousand strikes and give elementalists one thousand “lightning” strikes. Either way I do not like that form of skills. Everyone has the same skills they just look or do “one” thing different than the other.
#Elementalistshortbow2013
An idea for an Elite Signet, as there currently isn’t one.
Signet of Intelligence
90s CD
Signet Passive: Grants 20% Intelligence, reducing Attunement recharge by 2 seconds.
Signet Active: Send out a shockwave, causing enemies to be Dazed.
Daze (2 sec): Unable to use skills.
Radius: 240
Edit: This would have to come with a cap of Intelligence at 60%. Attunement recharge at 8s too stronk!
jo0 Binder
(edited by rsq.3581)
For me, mechanically and aesthetically, core Ele is not up to scratch yet. The absolute dependence on switching elements continuously is a real negative – not that switching isn’t fun, more that there’s no other way to play that is the real shame.
Accordingly, I’d like to see more ways of playing Ele as the core design brief. Not just reducing the requirement for 15+ water & 20+ arcane, more something like a way to make fire & earth stronger at the cost of weaker air & water, or vice-versa.
This is one I’ve thought would be a lot of fun. Basically a new glyph of elementals, allowing for a larger pet build, and more geared toward condition builds than the other glyphs.
- Glyph of Elemites
Summon four Elemites based on your attunement
Fire Elemite- Burning attack
Ice Elemite- Vulnerability attack
Air Elemite- Weakness attack
Earth Elemite – Bleeding attack
And of course, my suggestion I have made many times now to allow for more attunement, and less arcane base, builds.
All of the alacrity traits need to be moved to master traits, or the Minor Grandmaster trait, and then changed as follows.
- Pyromancer’s Alacrity – All your fire weapon skills recharge 20% faster, your fire attunement’s cooldown is reduced per point invested in power. This does not stack with arcane tree reduction, maximum 7.5 second reduction.
- Aeromancer’s Alacrity – All your air weapon skills recharge 20% faster, your air attunement’s cooldown is reduced per point invested in precision. This does not stack with arcane tree reduction, maximum 7.5 second reduction.
- Geomancer’s Alacrity – All your earth weapon skills recharge 20% faster, your earth attunement’s cooldown is reduced per point invested in toughness. This does not stack with arcane tree reduction, maximum 7.5 second reduction.
- Aquamancer’s Alacrity – All your water weapon skills recharge 20% faster, your water attunement’s cooldown is reduced per point invested in toughness. This does not stack with arcane tree reduction, maximum 7.5 second reduction.
And then the final touch to allow for more monocentric attunement builds, make Conjuration skills replace your current attunement, and count as spells of their appropriate element in all cases, allowing one to have more than one attunement of the same element.
(edited by Conncept.7638)
From the first page:
Signet of Arcana
Oh whoops, sorry. I’ll just delete/change that seeing as that suggestion better anyway, on top of coming first.
Also, I love that all storms in one place Apocalypse type idea Ptolomy. So much structural and wvw damage in there
(edited by Navzar.2938)