Showing Posts For Knightmare.1603:

Focus Changes for Ele

in Elementalist

Posted by: Knightmare.1603

Knightmare.1603

Here’s my suggestions for focus.. The Air and Earth Focus skills are fine the way they are imo, but there’s just a couple of things to change for Fire and Water to make it more useful.

Fire 4: Increase the damage coefficient to 0.25, increase burning to 2s and have it tick every 2s instead to 1s. (also maybe increase the range of which blast finishers can be activated?)

Fire 5: Make it 2 parts. First part is the same aura skill (maybe make duration 6s), 2nd part will make it detonate early (losing the shield) damaging enemies (w/ 0.6 to 0.8 coefficient) within 180 radius and make it a blast finisher. (1/2 to 3/4s cast time)
You can’t detonate right away, have like a 2s delay before you can activate second part.

Water 4: Make it 2 parts, cooldown becomes 30s.
(Torrent) Range: 600. 3/4s to 1s cast time. 120 radius.
Dash forward in a surge of water damaging foes (w/ 0.2 to 0.3 coefficient) and creating a Water field for 2s granting 2s of regeneration every second.
(Frozen Trail) Roll backwards leaving a frozen trail (Ice field) for 3s that chills foes for 1s every second.
1/2s to 3/4s delay before you can activate the Frozen Trail
This will increase the versatility of the focus and give it a little bit more utility (through fields).

Water 5: It’s fine; maybe add 40% chance to stun for 1s instead of daze.

That’s all I think there is to make the focus a little better (in all 3 game types). Water 4 may be a little excessive (coding and animation, etc.) but yeah just ideas :P Also, Fire 4’s damage range is actually wide (it’s more like a box) 360 range from middle of the line outwards.

The Diversification of Elementalist Builds

in Elementalist

Posted by: Knightmare.1603

Knightmare.1603

I really like your ideas it was an enjoyable read. A few comments/changes on some of these though:
In the Air traits, your changes would leave you with 1 empty master trait only to be filled with either Speed Advantage or Blurred Speed. I really like both of these but I prefer Blurred Speed as I think Speed Advantage would be more difficult to implement and would probably come with few bugs.
Blurred Speed also synergizes well with mid-cast channel skills (Meteor shower, Churning Earth, Ether Renewal) which would be pretty fun to play around with.
I also like your ideas about the delayed Sunspot and Earthen Blast as it would require precise position if you want to take full advantage of the effect.
Stone Flesh: How about “Gain 1 toughness per level while attuned to earth, this effect increases by 10% every second staying in earth (up to 100%)” Of course you lose this boost upon leaving, but keep the original (80 toughness at 80) if you have Lingering Elements.
For the first variant you proposed for Diamond Skin, the coding is already in-game with unique conditions (i.e Mesmer’s iWarlock), but either one of the two would be a nice increase. Also, another variant would be to lower the defensive part and add a little offensive (i.e max 10% damage reduction, 5% increase in damage cause by conditions) idk, it would be nice to have for those who want a little more for condition builds.