Water and earth discussion

Water and earth discussion

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Posted by: Sadrien.3470

Sadrien.3470

What trait changes would the ele community like to make to the water and earth lines. Mine are still in progress so your suggestions will be helpful! I hope to get as many great suggestions as the fire and air discussion contains and to continue to improve it before my final collection of ele recommendations. An arcana section will be following the arcana rework reveal.

Water:

Grandmaster – powerful auras – all auras gained are shared to allies. Reduced cool down on aura skills by 20%

GM minor – Aquatic benevolence – your healing is 15% stronger

Earth:

_ !!! Don’t Be Afraid To Post Your Suggestions Here !!!

Have fun. Be Alive. K Thnx Bye.

(edited by Sadrien.3470)

Water and earth discussion

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Posted by: Sadrien.3470

Sadrien.3470

Some one post something !!!

Have fun. Be Alive. K Thnx Bye.

Water and earth discussion

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Posted by: Mattmatt.4962

Mattmatt.4962

Rework diamond skin:
Aura grant condi immu (forgot the name x) ) for the duration

Stone earth need a rework too, but i couldnt come up with something good.
My proposed change to Lingering element (reminder: make only the LAST attunement linger but until it get overwritten) would make it too strong in my mind.

Buff rock solid. It was a decent trait till stability got hammer nerfed.
Make it 3stack or a stability pulse for 3-5sec when attuning to earth (kinda OP i think), can’t come up with something balanced here

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

It does the job well :-)

Water and earth discussion

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Posted by: Sadrien.3470

Sadrien.3470

Rework diamond skin:
Aura grant condi immu (forgot the name x) ) for the duration

Stone earth need a rework too, but i couldnt come up with something good.
My proposed change to Lingering element (reminder: make only the LAST attunement linger but until it get overwritten) would make it too strong in my mind.

Buff rock solid. It was a decent trait till stability got hammer nerfed.
Make it 3stack or a stability pulse for 3-5sec when attuning to earth (kinda OP i think), can’t come up with something balanced here

What about stable auras (placeholder name) gain ones stack of stability when you apply and / aura? Otherwise 3 stacks of stability is too high but 1 is useless.

Have fun. Be Alive. K Thnx Bye.

Water and earth discussion

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Posted by: Erasmus.1624

Erasmus.1624

Remove minor traits. Players should have full control over their choices. It also culls unnecessary passive stat and trigger clutter from the field. Traits: https://forum-en.gw2archive.eu/forum/professions/elementalist/Elementalist-improvement/first#post5129400

Water and earth discussion

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Posted by: Sadrien.3470

Sadrien.3470

Remove minor traits. Players should have full control over their choices. It also culls unnecessary passive stat and trigger clutter from the field. Traits: https://forum-en.gw2archive.eu/forum/professions/elementalist/Elementalist-improvement/first#post5129400

Actually the developers having control over some traits can be a good thing and assist in balance.

Have fun. Be Alive. K Thnx Bye.

Water and earth discussion

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Posted by: Erasmus.1624

Erasmus.1624

Actually the developers having control over some traits can be a good thing and assist in balance.

They do have control over the traits. All of the traits. They’re what you call major traits now. Minors can easily be shuffled into the majors or removed entirely because they really aren’t anything truly unique or rewarding for anyone.

  • Gain passive [effect] when hit below X% HP (or at all).
  • Gain X% chance to inflict [condition] on target when you critically hit.

Why not just fold these sorts of things into skills or traits and make them 100% chances? Why not just… make them… things that players actually consciously do? Why would anyone ever promote mechanics that reward players for being hit??? Besides, when you get right down to it, RNG and threshold procs are things over which NOBODY has any control. They’re just in there because the devs thought that more passive screen clutter would surely promote esports and dynamic combat. It’s honestly inexplicable.

Water and earth discussion

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Posted by: Sadrien.3470

Sadrien.3470

Actually the developers having control over some traits can be a good thing and assist in balance.

They do have control over the traits. All of the traits. They’re what you call major traits now. Minors can easily be shuffled into the majors or removed entirely because they really aren’t anything truly unique or rewarding for anyone.

  • Gain passive [effect] when hit below X% HP (or at all).
  • Gain X% chance to inflict [condition] on target when you critically hit.

Why not just fold these sorts of things into skills or traits and make them 100% chances? Why not just… make them… things that players actually consciously do? Why would anyone ever promote mechanics that reward players for being hit??? Besides, when you get right down to it, RNG and threshold procs are things over which NOBODY has any control. They’re just in there because the devs thought that more passive screen clutter would surely promote esports and dynamic combat. It’s honestly inexplicable.

You miss interpret what I meant. Developers can change balanced between lines better if they 100% know you are taking x trait by speccing into x line.

Have fun. Be Alive. K Thnx Bye.

Water and earth discussion

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Posted by: Laraley.7695

Laraley.7695

Actually the developers having control over some traits can be a good thing and assist in balance.

They do have control over the traits. All of the traits. They’re what you call major traits now. Minors can easily be shuffled into the majors or removed entirely because they really aren’t anything truly unique or rewarding for anyone.

  • Gain passive [effect] when hit below X% HP (or at all).
  • Gain X% chance to inflict [condition] on target when you critically hit.

Why not just fold these sorts of things into skills or traits and make them 100% chances? Why not just… make them… things that players actually consciously do? Why would anyone ever promote mechanics that reward players for being hit??? Besides, when you get right down to it, RNG and threshold procs are things over which NOBODY has any control. They’re just in there because the devs thought that more passive screen clutter would surely promote esports and dynamic combat. It’s honestly inexplicable.

You miss interpret what I meant. Developers can change balanced between lines better if they 100% know you are taking x trait by speccing into x line.

Doesn’t matter. Balance patches are once a year if lucky. Also, they barely know what to do with some classes.

It would be good for having more variety and not being stuck with useless traits (Zephyr’s speed, Aquatic Benevolence on dps, Lingering elementes, Arcance presicion..). On the other hand having more traits would mean they would have to put more effort into balance and seeing as we don’t really get balance patches, this could break the game.

Water and earth discussion

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Posted by: BlackBeard.2873

BlackBeard.2873

Earth:

Stone flesh – Personally, I would get rid of lingering elements, and just make stone-flesh linger like soothing mist does naturally. Alternatively, make it a smaller toughness boost but aoe.

Earth’s Embrace – needs to proc above 25% health (as you will frequently just go from above 25% to dead).

Serrated stones – have crits apply bleeds. Elementalists need a way to apply bleeds outside of earth if they are going to be locked out of earth for so long.

Strength of stone – conversion traits are boring. This would be cooler if it converted vulnerability into bleeds or something of that nature.

Rock solid – This could be 10 stacks for 2s (essentially what it was originally) and it would still be ok. Just increase the stacks above 1.

Diamond skin – This has been discussed many times, but I hate this trait. It either hard-counters people, or is worthless. I understand this can, in-theory, be useful for burst builds so to remove counter-pressure options, but that doesn’t work for ele like it does for thief b/c its much harder to get the jump on someone when you are visible as you slowly work your way to within 900 range. Instead, I would love if this had per-attunement resistances to give more interesting counter-play.

Water:
Piercing shards – if this is not going to linger in any way, it needs to go. Even if I wanted a max-dps build, I wouldn’t take this. This needs to impact other attunements if they want a dps-oriented trait here.

Stop, drop, and roll – nobody will take this over soothing ice (unless that CD is really long). This would be AMAZING as an adept in fire so that there were some viable condi-clear options outside of water.

Aquatic benevolence – if this is going to be minor, it has to have some positive benefit for the ele.

Powerful aura – I agree completely it should reduce aura CD’s by 20% (even though that only impacts a maximum of 2 skills). Alternatively, could increase base duration a bit (but frost aura is already pretty long).

Bountiful power – I’m not really sure why they have so many dps traits in water, but this could see USE in pve and high-dps builds. I would prefer a trait that made chill do damage so that condi ele could get some more pressure. Honestly, THIS trait belongs in arcana, tbh, not water.

(edited by BlackBeard.2873)

Water and earth discussion

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Posted by: Sadrien.3470

Sadrien.3470

Earth:

Stone flesh – Personally, I would get rid of lingering elements, and just make stone-flesh linger like soothing mist does naturally. Alternatively, make it a smaller toughness boost but aoe.

Earth’s Embrace – needs to proc above 25% health (as you will frequently just go from above 25% to dead).

Serrated stones – have crits apply bleeds. Elementalists need a way to apply bleeds outside of earth if they are going to be locked out of earth for so long.

Strength of stone – conversion traits are boring. This would be cooler if it converted vulnerability into bleeds or something of that nature.

Rock solid – This could be 10 stacks for 2s (essentially what it was originally) and it would still be ok. Just increase the stacks above 1.

Diamond skin – This has been discussed many times, but I hate this trait. It either hard-counters people, or is worthless. I understand this can, in-theory, be useful for burst builds so to remove counter-pressure options, but that doesn’t work for ele like it does for thief b/c its much harder to get the jump on someone when you are visible as you slowly work your way to within 900 range. Instead, I would love if this had per-attunement resistances to give more interesting counter-play.

Water:
Piercing shards – if this is not going to linger in any way, it needs to go. Even if I wanted a max-dps build, I wouldn’t take this. This needs to impact other attunements if they want a dps-oriented trait here.

Stop, drop, and roll – nobody will take this over soothing ice (unless that CD is really long). This would be AMAZING as an adept in fire so that there were some viable condi-clear options outside of water.

Aquatic benevolence – if this is going to be minor, it has to have some positive benefit for the ele.

Powerful aura – I agree completely it should reduce aura CD’s by 20% (even though that only impacts a maximum of 2 skills). Alternatively, could increase base duration a bit (but frost aura is already pretty long).

Bountiful power – I’m not really sure why they have so many dps traits in water, but this could see USE in pve and high-dps builds. I would prefer a trait that made chill do damage so that condi ele could get some more pressure. Honestly, THIS trait belongs in arcana, tbh, not water.

Agreed, chill doing condi damage would be much better.

Have fun. Be Alive. K Thnx Bye.