After reading most of this thread and it´s good suggessions and arguments, here are my 2 cents (and sorry for my bad english, it´s not my native tongue):
1. Attuments:
Remove Lingering Attunement, base recharge time down to 10 sec with 1,25 sec global cooldown after swap, add old Water and Earth 5 Point Minors as passive bonusses, add new one for Fire and Air. Each Bonus is of course only active as long you stay in that Attument and only one bonus per Attument in gerneral.
My ideas:
Fire:
- Corrupting Fire: each time you deal damage there is a 20% chance that your target also gain 1 stack of Torment (1 or 2 sec).
- Consuming Flame: Increase damage dealt by 5/10%. (Good for Conjured Weapons also).
Air
-Zephyr`s Blessing: each time you´re hit in combat there´s a 50% chance to apply blindness (2sec) to your foe. This cannot occur more than once every 5 or 6 sec per target (to the same target i mean, if it´s bad worded).
-Zhephr´s Strike: While hit in Combat, there is a 20% chance striking your enemy with a Lightning for 328 damage. (More or less old Flame Barrier).
-Zhephyr´s Boon: Increase running speed by 10-25% (Same as the 5 point minor now).
Water
-Soothing Mist: Heals 1200 (currently 800) + 0,5*Healing Power (unchanged) over 10 sec.
Earth
-Stone Flesh: Increase toughness by 1/1,5/2 per level. (@80: 80 (now)/120 (planed)/160)
Maybe there can/should be a Major Trait (Adept or Master) or the Minor in Master in Arcana to get the 5 sec of Attument carring over effect.
2. Arcana Trait line:
Replace Attunement Recharge Rate with Attunement Potency (increasing the new passive effect) with 1 or 2% per Point.
With 30 points in Arcana this would be:
- Corrupting Fire: chance goes up to 26% (1%/point) and 32% (2%/point).
- Consuming Flame: Increase damage dealt by 5% goes up to 6.5% respectivily 8% and 10% would go to 13% respectivily 16%.
-Zephyr`s Blessing: 50% chance on hit would become 65% or 80%. Duration and ICD are NOT effected.
-Zhephr´s Strike: Ether increase the damage OR chance to procc (would be identical to Corrupting Fire).
-Zhephyr´s Boon: Running speed increasing would become insane with 25%@60% bonus (+40%), for lower numbers it works fine (10% goes up to 13% or 16%; 15% goes up to19,5% or 24%)
-Soothing Mist: Scaling and duration unchanged, base healing goes up from 1200 to ether 1560 or 1920.
-Stone Flesh: Increase toughness by 1/level = 104 / 128 toughness (80).
Increase toughness by 1,5 per level = 156 / 192 toughness (
80).
Increase toughness by 2/level = 208 / 256 toughness (@80).
(note: @level 80 for exotic armor the difference between light and medium are 144 and between light and heavy are 291 Armor Rating).
3. The 5-points-Minor-Traits
Put the current Elemental Attunement Boons in this place (ecception: Fire):
Fire: Fury 5 sec.
Air: Swiffness 5 sec.
Earth: Protection 5 sec.
Water: Regeneration 5sec.
Arcana: Vigor on crit (5 sec duration and ICD).
4. Other Traits
-Diamond Skin: when hit in combat (? for more than 10% of your maximum HP ?) you gain…
a) Protection for 5-8 sec. This cannot occur more than once ever 20-30 sec.
b)Aegis for 10 sec; 20-30 sec ICD.
c) Obsidian Flesh (total invulability) for 1 sec; 15-20 sec ICD.
- remove the +X% damage in an Attunement traits (Internal Fire, Air Training, Strength of Stone and Piercing Shards) and increase the base damage of our weapon attacks/spells (especially the auto-attacks/key 1 abilities).
- remove the “Reduces recharge on all Attument based weapon skills”-traits and put the decrased recharge of Weapon skills into the Weapon specific Traits (Windborne Dagger, Vigorous Scepter and Blasting Staff), maybe add one new for Focus (the Weapon) and replace the word Focus in Zephyr’s Focus and Obsidian Focus with discipline to prevent confusion. Or change the existing Weapon traits to be Mainhand, offhand and two-handed or short range, medium range and long range to fit if new weapons are added to our list (and the underwater weapon).
(edited by Syadasti.6510)