Tweaks and others - ideas

Tweaks and others - ideas

in Elementalist

Posted by: Mem no Fushia.7604

Mem no Fushia.7604

Weapon Skills:
Staff:
- Flame Burst – destroy projectiles. That skill is usable only in front, so destroying projectiles at source sounds good.
- Gust – increase velocity by 20% and disable option to be reflected.
- Eruption – before burst, pulse cripple every period of time (1s.).
- Unsteady Ground – launch enemies at initial, becouse now you can put it exatly on enemy and nothing will happen. He can even freely move out of it ofc I talk on case that he, that enemy is "inside it’’.
Main Hand Dagger:
- Frozen Burst – destroy projectiles.
Off Hand Dagger:
- Ride the Lightining – add Combo Finishe: Leap.

Those were small tweaks that would be very welcome to see.

Now some ideas for traits that enchance weapon skills:
- Ferocious Winds: Enchance Swirling Winds:
- – Swirling Winds now are infused with lightning into Lightning Swirling Winds (use Master of Ligtning ligthing winds animation from ls2).
- – L.Swirling Winds deal minor dmg to enemies inside.
- – L.Swirling Winds deal significant dmg to enemies crossing its boundary.
- – L.Swirling Winds are created when you revive downed/dead allies.

- Sulfur Eruption – eruption burst also apply poision.

- Levitating Fire – you can channel meteor shower and move while levitating, but after period of time due to exhaust you are immobilize for period of time.

Now some ideas for traits and attunements to make more gameplay around them:
- – Learnt Elements – when attunements swapped in order you learnt them you summon something devastating. Order of swapping is fire>water>air>earth.

- – Fire Quench – when swapped fire attunement directly to water attunement you lose all might stacks and for each lost might stack that way you heal at location.

- – Air Suppress – when swapped air attunement directly to earth attunement you lose all swiftness and for each 10s of swiftness lost that way you grant 1s protection at location.

There are 4×4 combos of attunement suppress, but two will be enough, becouse if you add too much it will be too complicated, too punishing and too boring.

Missing info in weapon skills:
- how long is delay before burst of eruption,
- how long is delay before burst of dragon’s tooth,
- how long is delay before burst of ice spike.

Missing info in attunements:
- water attunement – shooting mist should be there,
- earth attunemnt – stab from rock solid should be there.

(edited by Mem no Fushia.7604)

Tweaks and others - ideas

in Elementalist

Posted by: Mem no Fushia.7604

Mem no Fushia.7604

K, now something else, care its not suggestion becouse I will contain some shifts/very nerfs. So I won’t present it as suggestion, becouse firstly should be implemented changes to increase variety of viable playstyle etc..

It will be around cc management with weapons skills:
Staff:
- Gust – make it combo skill to Static Field. That means you can’t use Gust until you up Static Field. Gust work: push enemies in 750 radious of centre of static field in its direction. 1500 range, cuz it combo skill so it can have increased range.
Scepter:
- Remove Shatterstone – Insert Deep Freeze – deep freeze is have no longer procjetile. Its only on target use. 1/4s cast time. Duration 0,5s.
Dagger Main Hand:
- Lightning Touch – now stun or knock-down. Increase cooldown from 10s to 50s. Its very well announced skill and its suits there. I’m perfectly fine with 2 stuns stacked in air of dagger main hand.
Dagger Off Hand:
- Updraft – no longer launch foes. Cooldown decreased from 40s to 25s.

!* something about air weapons skills from off hand and 4,5 from Staff(especialy 5). I always think about getting to enemy as fast as possible or do something as fast as possible. That is why something like that could come: One with Air additional effect: grant 1s of superspeed and 1s of quickness everytime you use off hands air skills or 4,5 air from Staff.

- Earthquake – maybe reduce cast time from 3/4s to 1/2s.

Focus Off Hand:
- Flamewall and Fire Shield are now combo. That means you can’t use Fire Shield until you flamewall is up. Fire Shield detonate your flamewall for massive dmg and launch or knockback or fear+burn/torment+burn. Off course you still gain fire shield and one might for each foe affected by that blast optionaly.
- Gale – No longer knockdown foe. Its now multiple target skill. Its sends gale(very massive single unblockable projectile) in front of you, that deal huge dmg and reflect or destroy projectiles.

Gust and Static Field / Flamewall and Fire Shield. About those. I don’t talk to make new slot for new skill. Not really need to make them second use (in the same skill slot) like curtain and pull from mesmer. The are just gated like assasins skills from gw1.

Tweaks and others - ideas

in Elementalist

Posted by: Aeon.6397

Aeon.6397

wash the pain away.. a push back skill

Tweaks and others - ideas

in Elementalist

Posted by: Mem no Fushia.7604

Mem no Fushia.7604

wash the pain away.. a push back skill

match in meany ways

Tweaks and others - ideas

in Elementalist

Posted by: Alekt.5803

Alekt.5803

Bad grammar and suggestions adding nothing good to the class. Do you believe that 20% velocity is going to magically fix Gust?

You also add the worst traits ever, which are only affecting a slight part of a specific weapon set.

Alerie Despins

Tweaks and others - ideas

in Elementalist

Posted by: Mem no Fushia.7604

Mem no Fushia.7604

Bad grammar and suggestions adding nothing good to the class. Do you believe that 20% velocity is going to magically fix Gust?

You also add the worst traits ever, which are only affecting a slight part of a specific weapon set.

It won’t fix gust. Still will be not reliable, maybe 1300 or 1500 range would make and more elastic following of gust projectile or bigger projectile something around it.

About traits that enchance specific weapon sets, as addition to existing traits / on top of them.