traits:
“Power Rally”
For each equipped glyph you gain 50 power.
Exception:
For Elite Glyph 100 power.
For Glyph of Renewal 150 power.
When your health drop to 1% or you would take lethal dmg it is ignored and you gain Glyph of Renewal fire effect. [note: its count as using that glyph, but casted instantly, affected by incription trait, it doesn’t count as having additional glyph].
“Radious Mastery”
Blast areas for Dragon’ Tooth, Comet, Pheonix (expolsion), Magnetic Wave, Frozen Burst are 100 bigger than dmg areas.
Heal and regen area from Water Trident is 200 bigger than dmg area.
Dragon’ Tooth and Comet become ground targeting skills.
You can decide to detonate pheonix earlier.
“Conjure Whereabouts”
Conjure weapons cd 15s less.
Elite conjure weapon cd 30s less.
After 30 every conjure summoned by you that still lay on the ground is teleported to your actual location.
“Stabilized Shielder”
Equpping and dropping conjure earth shield gives stability.
Earth shield become instant cast and break stun.
“Though Signetery”
For each equipped signet you gain 50 thoughness.
Using signet gives you 1charge of arcana shield. [note: that one doesn’t explode].
“Charging Arcanas”
Using arcana skills gives 5endurance to allies near you, only to them. [note: you can’t give endurance in this way on your own]. Affected enemies lose 5endurance.
“Once interrupted grab your chance”
When somebody interrupt you, you heal nearby allies, only them. [note: you can’t heal in this way on your own].
If that skill was channeling they also get 1s of resitance and 1s of regen, only they. [note: you can’t get resistance and regen in this way on your own].
“Inscription” rework idea:
Using Glyph of Renewal have doubled boons on use for that trait.
Every chargé from Glyph of Elemental Power also gives you boon. [adjust duration of boon for that one /make individual for that one/ just in case it would be too much.]
Using skills of elementals also gives you boons from that trait, combat only.
“Relentless overload”
Gain stability on overload use and when overload ends.
“Overegen”
When get more than 10s of regeneration you gain 1s resistance. 5s cd.
“Coward Winds”
When somebody hit you from 1500 range or further you cast Swirling Winds. 30s cd affected by Aeromancer’s Training. // maybe it should be 1300 range and further //
“Safely Watering”
Water attument don’t suffer that 1.5s cd that all attuments go for when changing attuments.
“Elements’ Lottery”
Your attuments change randomly out of your will.
You gain might with 3 s interval.
You gain fury with 5 s interval.
You gain regeneration with 10 s interval.
Vitality and Thoughness +200.
“Singet Final”
When hit enemy below 20% hp, you use Signet of Stone. Affected by Written in Stone [cd reduction work, doesn’t count as having that signet].
“Flash’geddon”
When struck below 10% hp treshold, you use lighting flash 3 times on locations of nearby enemies.
“Legit Glypher”
Glyphs casts 1/4s faster.
Gain randomly superspeed or quickness after casting glyphs.
“Hurry Up! Elitism”
Using air weapon skills reduce elite cd by 0.5s.
Using elite skill refresh air attument.
“Fast Earthworks”
Earth autoattacks hits/ fly/ cast faster.
Other earth weapon skills have 10% chance to apply weakness.
“One storm simply must follow”
Glyph of storm in nor longer grount targeting skills.
All storm thicks happens only 5times with 3s interval each time at your actual locations.
“Windy Lightnings”
Summon Swirling Winds whenever summon Static Field at Static Field location.
“Skating’s Lesson”
Next time when you’re struck by chill it is removed and cast Frozen Ground in that enemy location. 40s cd and affected by Aqua’s training cd reduction.
“Advanced Elemental Attunement” //idea to replace Elemental Contingency//
Increase radious to 360.
Attuning to Fire Element gives 3s retaliation instead of that one 15s might stack.
(edited by Mem no Fushia.7604)