simple trait reconfiguration

simple trait reconfiguration

in Elementalist

Posted by: Leuca.5732

Leuca.5732

Many ele traits are either badly placed in terms of investment rank or line altogether. Then there’s the plethora of traits that are still so inferior that there’s no reason to run them anywhere. I guess this is a problem among all classes to an extent, but when playing other professions I feel like I’m not really wasting points by going into certain lines.

simple trait reconfiguration

in Elementalist

Posted by: BlackBeard.2873

BlackBeard.2873

That could be too strong, as the level-15 skills are mostly pretty good. The intent of the adept-level minors are good, but only water is executed well. Here is an idea on how to fix the others meaningfully:

-Fire: should increase power of you and allies by 40+level (range 600)
-Air: should increase precision, or give 25 or at least 20% move speed. The 10% is over-written by signet of air, zephyr’s boon, one with air, swiftness. Alternatively, the 10% could stack with other boons towards the max (this would be awesome).
-Earth: should give aoe 40+120 toughness. (range: 600)

Lingering elements needs to work with ALL of these, not just fire and water.

simple trait reconfiguration

in Elementalist

Posted by: TGSlasher.1458

TGSlasher.1458

I would like to see something like:

Fire: 5 trait: Sunspot: Inflict Damage at your location when attuning to fire
Fire: 15 trait: Flame Barrier: Sunspot Inflicts 1 seconds of burning has an increased area, and flame barriers current effect
Fire: 25 trait: Burning Rage: Sunspot Inflicts 2 Seconds of burning, further increased range, and burning rage’s current effect

Air: 5 trait: Electric Discharge: Strike your target with a lightning bolt
Air: 15 trait: Zephyr’s Speed: Electric Discharge grants swiftness for 5 seconds if it hits as well as 10% move speed while in air
Air: 25 trait: Weak Spot: Electric Discharge Causes 3x vulnerability + 60% chance on crit to apply vulnerability

Earth: 5 trait: Earth Blast: Damage and Cripple foes when changing to earth
Earth: 15 trait: Stone Flesh: Earth Blast grants Protection for 2 seconds if it hits, + stone Flesh’s current effect
Earth 25 trait: Enduring Damage: Earth Blast applies bleed (or even weakness) and has a larger effect (bleed is based off endurance 2 bleeds over 3 seconds for 100% endurance, 1 bleed over 3 seconds for 50% endurance), as well as Enduring Damage’s current effect

Water: 5 trait: Soothing Mists: Regenerate Health in water (stacks with regen). Healing Ripple (if unlocked) will apply regen for 3 seconds.
Water: 15 trait: Healing Ripple: Heal when switching to water (a good trait so it stays here at 15 points)
Water: 25 trait: Bountiful Power: Healing Ripple heals for 1% more health per boon as well as Bountiful Power’s current effect

Arcane: 5 trait: Arcane Fury: Gain fury for 2seconds
Arcane: 15 trait: Arcane Precision: 10% chance to apply condition on crit per attunement
Arcane: 25: Lingering Elements: For 5 seconds retain the 5 and 15 point element bonuses, for 2 seconds, retain any 10 point bonus that only affect it’s element. Note: Cool down effects do not stack with one another.

Edit:
Forgot to mention. Each of the 15 traits that do damage would be reduced in damage and effect, but get stronger when applying the new 15 and 25 traits . In this case, at 15 points the damage / effect would be the same + any bonuses mentioned and 25 there would be a small boost to its current.

Slasher Sladorian – Charr Warrior – [DECM] | Sea of Sorrows
Sophea Sladorian – Charr Ranger – [DECM] | Sea of Sorrows
Sophea Of Elements – Human Elementalist – [DECM] | Sea of Sorrows

(edited by TGSlasher.1458)