a couple of points to add, as far as i’m concerned the primary reason for the cooldown on attunement switch is because a class with 20 abilities would be considerably more powerful than a class with 10, if those 20 abilities were tuned to a similar level. In reality i feel like 2/5 of the abilities on each line are filler that you won’t really use unless your sat in that attunement.
Looking at it like that you can see we have to have a cooldown or considerably worse moves on several attunements to compensate in the grand scheme of things. I’d rather keep the attunement delay it puts a decent onus on making the correct decisions as you can’t flip back if you did something wrong. That appeals to me, higher skill cap is a good thing, it also makes the arcane tree viable as realistically what this provides is the ability to swap more readily which is currently underrated i feel, though i like the arcane tree a great deal.
my biggest beef with ele is i feel that dagger is totally pointless, i really feel it doesn’t have the melee damage markup that the genuine melee weapons have so its just a short ranged version of scepter, about the only reason i’d use it is to kill the fabled condition immune buildings.
I also think that being able to stack 15 might for your group is currently underrated, thats worth a serious amount of damage in any group.
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