Personally, I say the signet’s perfectly fine; stuck to be only useful when trait combined with Signets of Suffering, but otherwise fine. Think of it as a damage reduction if anything.
Alright! So we’re coming up to our second expansion (whoop) and I’d love to make a very, very helpful suggestion!
Let’s get to it!
So, since we’re going to have more Elite Specializations; we’re gonna have more symbols, could it be possible we have them visible for PvP?
Reasons:
Firstly, it’d help with newer players figuring out what the enemy team is going to play; let alone what their own team-mates will play.
Lastly, it’s great for just the beauty of seeing all the symbols blend together.
In conclusion, it’s just a great idea in general; we’ve done it for raids and dungeons, so why not drag it into PvP!
Vingam~
I’m sure I speak for a lot of people here… Just because Necromancer can die easy doesn’t mean it’s weak. Just means it actually has a skill gap compared to other classes. Maybe if (s)he was talking about Core I’d understand a little since it’s pretty hard without our nice Blighter’s Boon giving us a way to build life force without Staff or SR. -Shrugs-
Agree with wardens feeback going baseline and with the proposed changes to signet of inspiration. Also agree with null field, they can easily dodge out of the field anyway.
GS1 is fine the way it is, the whole weapon is designed around fighting at range anyway. Agree with the changes to scepter and sword blocks but other than that I am neutral on the rest of the proposed changes
Okay, so I thought the GS-AA to be balanced out on a certain damage set because of Life Blast on Death Shroud having a buff like that. So.. Why not.
Note: These changes are preferences, Comment ideas or Recommendations!
Be sure to +1 if you agree with most of these!
___________________________
Traits:
Spite:
Spiteful Talisman: No longer deals increased damage to foes with no boons, but instead makes focus skills gain finishers. Reaper’s Touch: Projectile Finisher; Spinal Shivers: Blast Finisher.
Blood Magic:
Vampiric Presence: Is now removed.
New Trait:
Endurance Vampire: Siphon Endurance from foes when you siphon health. Amount Siphoned: 2. Amount Gained: 1.
Unholy Martyr: Radius is now increased to 1200.
Transfusion: Healing scaling increased by 33%.
Death Magic:
Putrid Defense: Now reduces damage incoming by 2% per stack of poison on attacker. Max Reduction: 20%.
Necromatic Corruption: Now increases all Minion stats by 15% except Health.
Reaper’s Protection: Internal Cool down is now 45 seconds and Stun Breaks.
Beyond The Veil: Now grants Protection to all allies in a radius when you enter or leave shroud. Radius: 360; ICD: 3 seconds.
Death Nova: Now does Corrosive Poison Cloud and has an internal cooldown. Minion ICD: 5 seconds. Downed ICD: 15 seconds.
Corrupter’s Fervor: Now reduces incoming damage by a percentage. Damage Incoming Reduced: 1.5% per stack.
Curses:
Chilling Darkness: Removed.
New Trait:
Darkening Shivers: Chilling a foe blinds them. Blind Duration: 4 seconds; ICD: 5 seconds. Try to come up with a better name, I can’t think of a better one. XD
Terror: Whenever you fear a foe, gain life force as well as pulse damage. Life Force Gain: 5%.
Parasitic Contagion: Now heals in Shroud by half the numbers.
Soul Reaping:
Spectral Mastery: Spectral Skills now grant Retaliation. Retaliation Duration: 5 seconds.
Strength of Undeath: Now Increases Condition Damage by a Percentage when over the threshold. Condition Damage: 5%.
Reaper:
Soul Eater: Also increases Greatsword attack speed by 25% instead of making Gravedigger siphon health. Not sure if/what to rename this.
___________________________
Utilities:
Signets:
Signet of Spite: Now gives 180 Condition Damage instead of 180 Power.
Signet of Vampirism: Now damages foes when your hit. Passive Damage: 201. Damage Barely Scales.
Wells:
Well of Power: Now pulses Stability per pulse, converts 2 conditions to boons.
Well of Blood: Now heals in shroud.
Spectral:
Spectral Grasp: Now moves 50% faster, and immoblizes instead of chills.
Shouts:
“Nothing can save you!”: No longer removes boons but instead reveals foes in range. Reveal duration: 5 seconds.
___________________________
Weapons:
Staff:
Putrid Mark: Now inflicts blind. Blind Duration: 5 seconds.
Focus:
Reaper’s Touch: Now grants Protection instead of Regeneration. Protection Duration: 1 seconds.
Spinal Shivers: Instead of removing boons, they get converted.
___________________________
Other:
Utility cooldowns are now seeable while in Shroud. You’re Welcome.
___________________________
Note: These changes are preference, Comment ideas or Recommendations!
Be sure to +1 if you agree with most of these.
___________________________
Traits:
Invocation:
Cleansing Channel: Now removes 2 Conditions instead of 1.
Invigorating Flow: Internal cooldown is now 1 second, scaling with healing power on this trait is increased by 20%.
Incesed Response: Internal Cooldown is now reduced to 5 instead of 10, you now also gain 3 stacks of might for 10 seconds.
Corruption:
Replenishing Despair: Cooldown is now removed.
Frigid Precision: Now renamed to Befuddling Precision which inflicts 2 stacks of confusion on the same cooldown as Frigid Precision. Confusion Duration: 3 seconds.
Pulsating Pestilence: Now also copies conditions on elite use as well as on legend swap.
Retribution:
Dwarven Battle Training: Now reduces ALL parts of Weakness by half. Used to make Endurance -75%.
Steadfast Rejuvenation: Also grants Protection when struck. Protection Duration: 3 seconds.
Unwavering Avoidance: Now has a 1 second cooldown instead of 5.
Salvation:
Nourishing Roots: Interval is now 1 seconds.
Transquil Benediction: Is baseline to Staff now.
New Trait:
Soothing Staff: Swapping to Staff drops a water field in your position and follows, lasting a few seconds. ICD: 9 seconds; Water Field Radius: 360; Water Field Duration: 4 seconds.
Eluding Nullification: Cooldown is now 5 seconds instead of 10.
Natural Abundance: Now gives fragments the ability to clear one condition when picked up.
Herald:
Swift Gale: Now gives Superspeed to allies.
___________________________
Utilities:
Mallyx:
Pain Absorption: This now stun breaks.
Banish Enchantment: Range is increased to 900, energy cost is increased to 25 and has a 1 second cooldown.
Unyielding Anguish: Now also inflicts Poison and lasts 5 seconds with 5 pulses. Poison Duration: 3 seconds.
Embrace the Darkness: Now grants two stacks of stability every 3 seconds, now costs 9 upkeep to use. Stability Duration: 3 seconds.
Ventari:
Project Tranquility: Interval is now 1 second.
Protective Solace: Upkeep is reduced to 6.
Natural Harmony: Delay time is reduced to 1/2 second.
Purifying Essence: Removes up to 5 conditions instead of 3.
Jalis:
Soothing Stone: No longer grants Retaliation but instead grants Protection.
Inspiring Reinforcement: Energy Cost is reduced to 20.
Forced Engagement: Now Unblockable.
Rite of the Great Dwarf: Cast time is now 3/4 seconds instead of 1 1/4th.
___________________________
Weapons:
Shield:
Envoy of Exuberance: Now clears 1 condition with the burst of energy.
___________________________
Note: These changes are preference, Comment ideas or Recommendations!
Be sure to +1 if you agree with most of these!
__________________
Traits:
Inspiration:
Warden’s Feedback: Now baseline to Focus and removed.
New Trait:
Disruptor’s Blessing: Interrupting a target while wielding a focus gives allies in a radius increased Power and Condition Damage. Duration: 10 seconds; Radius: 600; Boost numbers: 150.
Protected Phantasms: Removed. It was pointless.~
New Trait:
Phantasmal Evasion: While a phantasm attacks, they gain blur until the attack is over.
Chaos:
Chaotic Interruption: Now inflicts the additional condition to foes near the interrupted target, allies gain the additional boon in a small radius around the Mesmer. Radius: 360; Targets: 5 ED: I didn’t realize I forgot to add a Target Limit LOL.
__________________
Utilities:
Signets:
Signet of Inspiration: Now has resistance and stability on the table of possible boons gained. Resistance: 3 seconds; Stability: 5 seconds.
Signet of Domination: Now gives 180 Power instead of 180 Condition Damage.
Mantras:
Mantra of Concentration: Power break now stun breaks allies as well.
Glamour:
Null Field: Now Unblockable.
__________________
Weapons:
Greatsword:
Spatial Surge: Now deals 600-900 range damage at all ranges.
Focus:
Temporal Curtain: Cripple inflicted is now unblockable.
Into the Void: Is also unblockable.
Scepter:
Illusionary Counter: Doesn’t trigger the counter if attacker is out of range.
Sword Offhand:
Illusionary Riposte: Doesn’t trigger the counter if attacker is out of range.
__________________
(edited by kybraga.7103)
Note: These changes are preference, Comment ideas and recommendations.
Be sure to +1 if you agree with most of these!
___________________________
Traits:
Fire:
Burning Precision: Now inflicts burning x2 instead of x1.
Conjurer: The additional charges are now baseline to conjures, stats granted by conjures are 50% stronger.
Burning Fire: This once again grants might on cantrip use.
One with Fire: All auras now grant 2 stacks of might.
Presisting Flames: Now affects Fire Overload.
Pyromancer’s Puissance: Now removed.
New Trait:
Pyromancer’s Solution: Burning a foe removes a condition; 3 second cooldown; 1 condition removed.
Blinding Ashes: The Internal Cooldown is now unique to each target struck.
Water:
Aquatic Benevolence: The Outgoing effectiveness is now reduced to 10%, and Soothing Power is merged with it, now making Soothing Mists 35% stronger.
Soothing Power: Removed
New Trait Ideas/Votable Choices:
Eruptive Mists: When Soothing Mist’s duration ends, it heals for a large amount of health. Amount: 15 * Current Soothing Mists amount.
Toxin Immunity: When you or allies around you gain your Soothing Mists, it grants immunity to Poison.
Air:
Inscription: Might applied from Fire is now 3 stacks with the same duration and boons apply to allies in a radius. Targets: 5; Radius: 360.
Tempest Defense: Removed.
New Trait:
Eletrocuting Disturbance: Foes that strike you with a critical hit, are dazed for 1 second. Daze Attack Delay: 3 seconds; 15 second cooldown; Range: 1200.
Lightning Rod: Now has the effects of Tempest Defense.
Earth:
Earth’s Embrace: Now also procs when you are CC’d.
Rock Solid: Now makes Earth a stun breaker when attuned to instead of giving stability.
Arcane:
Arcane Resurrection: Revive Speed is now 20% and allies are revived with 5% more Health.
Elemental Surge: Is now Removed.
New Trait Ideas/Votable Choices:
Arcanist Expertise: Using an Arcane skill reduces the cast time of the next skill used. (Can not be triggered by instant cast spells.) 50% reduced cast time. Cooldown of Arcane skills is reduced by 20%
Arcane Lightning: Increases Ferocity when using an Arcane skill, Gain ferocity based on Concentration. 250 Ferocity, 13% Concentration is converted to Ferocity. Cooldown of Arcane skills is reduced by 20%
Tempest:
Tempestuous Aria: Reduces cooldown of shouts by 20%.
___________________________
Utilities:
Glyphes:
Glyph of Elemental Harmony: Boons now apply to allies. Radius: 320
Glyph of Elemental Power: Effect now applies to allies. Radius: 320
Glyph of Storms: Now gives combo fields based on attunement: Fire = Fire; Water = Ice; Air = Lighting; Earth = Smoke. Cool down is now 50.
Arcane:
Arcane Brilliance: Now is ground targeted with the range of 450.
Arcane Power: Applies to allies in a radius. Radius: 320
Arcane Shield: Now blinds when it’s been hit 3 times. Blind Duration: 3 seconds.
Cantrips:
Ether Renewal: Cast time has been reduced to 2 seconds.
Signets:
Signet of Water: No longer applies chill nor damages. Place a large Water Field for allies to use Combo Finishers in. Radius: 600; 5 second duration; Signet Cool down: 30 seconds.
Conjures:
Conjures no longer have a cast time to pick up. Auto Attacks no longer count as a charge.
Shouts:
“Eye of the Storm!”: Now clears Chill, Immobilize and Cripple.
___________________________
Weapons:
Dagger Offhand:
Frost Aura: Cool down is reduced to 25.
Cleansing Wave: Cool down is reduced to 30 and healing is increased by 15%.
Updraft: Cool down is reduced to 30.
Earthquake: Cool down is now reduced to 35.
Focus:
Obsidian Flesh: Cool down is now reduced to 45.
Warhorn:
Sand Squall: The Boon Duration increase is scaled by Concentration (Boon Duration).
Staff:
Burning Retreat: Aftercast is halved.
___________________________
(edited by kybraga.7103)
Let’s start with Reverts:
The nerfs to -Element-Mancer’s -Stuff- wasn’t needed.. 33% was a safe number for a lot of weapons… 20% makes small/useless differences.
Now let’s look at the odd and un-needed buffs:
Glyph Of Elemental Harmony, this did not need a heal buff. In fact if could be better if it was reduced. It needs to have AoE boon grant, I’m pretty sure it -originally- gave to allies.
Tornado, this is neat and all, but barely anyone used it, and it buffed Engineer more than Elementalist.
Let’s look at what I’d like:
Glyph of Elemental Power now applies to allies in a small radius. -180?-
Arcane Power: Apply to allies as well, same radius.
So I found an interesting glitch today, apparently all healing is increased by 10%, I haven’t found what causes it. But it’s odd. Example of this would be with Elementalist, everything is healing by 10%… I have no boosts of any sort… I don’t use water, and I’ve changed traits to make sure it isn’t a trait glitch, not even having any healing power. 470 Water Glob is what it’s listing it says, and it does 517, and I did some math. And it turned out it was exactly 10% of it…. Either you guys haven’t properly updated the tooltips or this is a glitch that I’ve actually found.
Okay, let’s start with what I mean. You know how Sand Squall has a unique effect but also gives Magnetic Aura? That’s what I’m meaning, all of the aura giving skills should give a unique effect:
Bland and Basic
Fire Aura:
http://wiki.guildwars2.com/wiki/Fire_Shield
Shocking Aura:
http://wiki.guildwars2.com/wiki/Shocking_Aura
Magnetic Aura:
http://wiki.guildwars2.com/wiki/Magnetic_Aura
Frost Aura:
http://wiki.guildwars2.com/wiki/Frost_Aura
Bland and Basic
Okay, let’s see what the much better version of Magnetic Aura on Staff is…
Sand Squall:
http://wiki.guildwars2.com/wiki/Sand_Squall
Isn’t it just annoying knowing that an elite specialization gets a much better version of an aura from a -now- very weak weapon. (#BuffStaff.)
Let’s start with Fire Aura:
There’s the old glitch it used to have where it said -20% Incoming Condition Duration. Maybe they could make that really happen?
Shocking Aura:
I’m not 100% sure, but I think stunning someone with Shocking Aura from Dagger 3 inflicts Weakness sometimes. But if it does, it should stay there and be on the tool tip.
Frost Aura:
I’m not sure exactly what to give this aura but I think it should clear a condition or something.
Magnetic Aura:
What if we made it so it applied to allies as well, since Sand Squall just increases duration of boons on allies.
In my opinion, this would be a great start for Elementalist’s weapons with Auras.
Let’s also take a quick look at one trait:
http://wiki.guildwars2.com/wiki/One_with_Fire
This trait is the only trait that reacts to a certain aura, can we make it so it grants might whenever you apply an aura? They can remove the Fire Aura duration if it makes them feel better.
These ideas are based on the view of PvP.
Someone saying D/D doesn’t dish out good damage anymore is lying.
Celestial D/D Elementalist worked so well because of the trait set up + The damage D/D did. D/D was the melee burst weapon set.
Celestial just encouraged survival while being incredibly aggressive.
D/D is good only if you’re good. But even now… D/D is screwed over because of a certain class being able to basically destroy anyone without some kind of rescue mechanic. So Focus offhand is currently better.
Baseline Elementalist Changes:
Traits:
Fire:
Burning Precision is renamed Explosive Precision; and now deals damage and causes a blast finisher around the target.
Damage: 341
Radius: 180
Burning: 4 seconds; 2 stacks.
ICD: 5
——
Conjurer is renamed Conjurer’s Blessing and now grants boons when allies pick up the conjure, and pulse boons to allies while holding it. The charges are now baseline to 25; Now a Grandmaster; No longer grants Auras.
Boons when picked up:
3x Might; 15 seconds_Fury; 15 seconds_Quickness; 4 seconds.
ICD: 3 Second; Individually.
Boons while wielding:
Frequency: 3 Seconds
Fire Axe: 3x Might; 7 Seconds
Lightning Hammer: Quickness; 3 Seconds
Ice Bow: Regeneration; 4 Seconds
Earth Shield: Stability; 4 Seconds
Fiery Greatsword: x5 Might; 15 Seconds
Radius: 260
Targets: 10
——
Pyromancer’s Training: Now also increased Burning Duration by 35%.
——
Blinding Ashes: Now has an individual cooldown per target proccing this trait; Now Adept; Increased Internal Cooldown.
ICD: 15
——
Water:
Cleansing Wave: Now removes two conditions instead of one.
——
Air:
Inscriptions: Now a Grandmaster and applies two boons to allies and a condition to foes, Glyphs now pulse cooldown when boons are related to attunement.
Interval: 1 Second
Reduction: 3%
Boons required for cooldown:
Fire: Might
Water: Regeneration
Air: Swiftness
Earth: Protection
Boons granted upon use:
Fire: 3x Might; 15 seconds_Fury; 5 seconds.
Water: Regeneration; 15 seconds_Resistance; 3 seconds.
Air: Swiftness; 15 seconds_Quickness; 3 seconds.
Earth: Protection; 5 seconds; 3x Stability; 8 seconds.
Conditions inflicted upon use:
Fire: 2x Burning; 4 seconds.
Water: Chill; 2 seconds.
Air: Weakness; 4 seconds.
Earth: Blindness; 5 seconds.
Targets: 10
Radius: 180
——
Lightning Rod: Now a Master trait, damage is reduced by 25%.
——
Arcane:
Arcane Resurrection: Allies revived gain Arcane power and cause Arcane Wave when revived.
Arcane power: 3 Stacks.
——
Elemental Surge: Renamed Arcane Surge; Now gain Arcane Power when using an arcane skill; No longer applies conditions.
Arcane Power: 4 Stacks.
——
Evasive Arcana: The dodge effects now apply boons to allies.
Fire: 3x Might; 10 seconds.
Water: Regeneration; 10 seconds.
Air: Fury; 6 seconds.
Earth: Protection; 4 seconds.
——
:Traits
——
Utilities:
Arcane:
Arcane Brilliance: Deals 10% more damage; 25% instead of 20% more effective healing per target hit; Target limit increased to 10.
——
Arcane Wave: Now deals 20% more damage.
——
Arcane Blast: Now bounces off 3 targets.
——
Arcane Shield: Now has a cooldown of 40; blocks five attacks instead of three; Explosion is now a Blast Finisher.
——
Arcane Power: This now applies to allies in a radius, also heals per critical hit with Arcane Power.
Healing Amount: 461; Scales HEAVILY with healing power.
Targets: 10
Number of Stacks: 10
——
:Arcane
——
Cantrips:
Ether Renewal: The cast-time is now 2 instead of 3 1/2.
:Cantrips
——
Conjures:
~Auto Attacks don’t count towards charges on Conjures.~
~Can move while picking up, no cast-time.~
Fire Axe:
Flame Leap: Damages 45% more; Cast-time is now 1/2; Evades 1/2 second.
Explosive Axe: Now burns and knocksback foes.
Burns: 3 stacks; 6 seconds.
Knockback distance: 160 range.
Ring of Fire: No longer has an after-cast; Renamed Inferno Ring; Whirl finisher for 3 seconds.
——
Lightning Hammer:
Wind Blast: Now deals 13% more damage; Reflects projectiles; Hits up to 5 targets; No cast-time.
Full Auto Attack Chain: Now deals 23% more damage; half cast-time; inflicts vulnerability.
Lightning Leap: Now teleports 600 distance then leaps another 600; the teleport blinds foes.
Radius: 180
Blind Duration: 4 Seconds.
Lightning Storm: Now strikes 25 times; Inflicts vulnerability; half cast-time; Damage increased 9%; Radius doubled.
Vulnerability Duration: 12 seconds.
Static Field: Renamed Shocking Field; Inflicts Weakness; Lasts 2 seconds longer; Radius increased.
Radius: 420
Weakness Duration: 5 seconds.
——
Ice Bow:
Frost Fan: Now deals 35% more damage.
Ice Storm: Is now named Winter Storm; Heals allies; No longer bleeds; Chills foes; Ice Field; 10 pulses; 1 second delay; No longer deals damage; Movable while casting.
Healing Amount: 710; Mildly Scales with Healing Power.
Frost Volley: Fire ten times; Damage scaled with ten hits; 15% damage increase; 8 second cooldown.
——
Earth Shield:
Crippling Shield: Deals 13% more damage; Projectile Finisher.
Stone Sheath: No longer counter attacks ranged attacks; Cripples foes; Blast Finisher on Counter Attack.
Magnetic Surge: Range Increased to 900; Leap Finisher.
Magnetic Shield: Grants allies Protection per target pulled in; 3/4 cast-time.
Fortify: Removes conditions per 1/2 second; grants retaliation on end; Damages and Launches foes on end.
Damage: 481
Launch Distance: 360
Targets: 5
——
Fiery Greatsword:
Fiery Rush: Now a fire field; removes chill from allies that cross field.
Fiery Eruption: Unblockable; Fire Field.
:Conjures
——
Signets:
Signet of Restoration: Gain Light Aura when used.
Duration: 5 Seconds.
——
Signet of Water: Gain Frost Aura when used.
Duration: 5 Seconds.
——
Signet of Air: Gain Shocking Aura when used.
Duration: 5 Seconds.
——
Signet of Earth: Gain Magnetic Aura when used.
Duration: 5 Seconds.
——
Signet of Fire: Gain Fire Aura when used.
Duration: 5 Seconds.
:Signets
——
Glyphs:
~Glyph of Elementals’ and Glyph of Lesser Elementals’ attacks don’t trigger the trait.~
Glyph of Harmony: Heal allies; Heal self based on number of boons on self; Boons on allies and self are increased by 2 seconds.
Healing Per Boon: 361
Radius: 180
Targets: 5
——
Glyph of Renewal: You and Allies now gain a buff when used; Old effects are removed.
Fire: 25% More Damage.
Water: 25% Outgoing Healing.
Air: 25% Faster Actions.
Earth: 25% Less Incoming Damage.
Duration: 10 seconds.
——
Glyph of Storms: Combo fields are present based on attunement the glyph is used in.
Fire: Fire Field
Water: Water Field
Air: Lightning Field
Earth: Smoke Field
——
Glyph of Elemental Power: Effects are granted to allies in a radius.
Radius: 360
Targets: 10
——
Glyph of Elementals:
Stomp: Now Immobilizes instead of cripples.
Immobilize: 5s
:Glyphs
——
Weapons:
Dagger(Offhand):
Water:
Frost Aura: Cooldown is now 25.
Cleansing Wave: Healing is increased by 65%.
——
Air:
Ride The Lightning: Cooldown is now 20.
Updraft: Cooldown is now 30.
——
:Weapons
——
I plan on making changes like this for all classes
Comment as you please!
I honestly think this GRANDMASTER trait is a bit lacking, it should work with condition and boon duration period. And should show a visual effect like Lead Attacks has on thief. It would make a lot of things more fun again, such as boon Mesmer.
I honestly don’t even think the trait actually works in the other case. :P
I don’t believe they will ever allow conjures to function in the same way kits do. There are some nice suggestions in this thread and starting with baseline charges is one of the better ones. Conjures should not be tied to a trait line. Here are a few more suggestions.
1. One conjure needs to function as a stun break.
2. Eliminate the cast times.
3. If you keep the cast times, outside of one being a stun break, then add a targetable effect to the summon. Shield could be stability or cleanse, bow could be a heal or chill, hammer could be super speed or daze, axe could be a knock back or might, and Fiery Greatsword could be a pull or immobilize. Something similar to that.
4. Improve the attack speed of the weapon’s auto attacks.
With the logic of giving a conjure a stun break is basically saying every class should have a utility of every type stunbreak. And… I don’t think every class is gonna have that happen. :/
1050 Power
1050 Precision
560 Ferocity
560 Concentration
I was thinking the name could be Enchanter’s Amulet.
1050 Power
1050 Healing Power
560 Precision
560 Ferocity
Same as above, no idea what name for this… Monk’s Amulet?
Let’s try to start a list for Amulet stats!
Warhorn Changes:
Heat Sync now copies Vigor on the boon copy chart.
Tidal Surge no longer knocksback but instead launches.
Water Globe pulses regeneration as well as heals now.
Water Globe pulses 6 times with a 1 second interval.
Lightning Orb is now a Lightning Field.
Lightning Orb has the range of 900 instead of 1200.
Sand Squall’s Magnetic Aura now reacts to Aura traits.
Dust Storm is now ground target based, with the range of 900.
Dust Storm has a large 240 radius dust devil and 3 smaller ones around it. (Radius of small ones being 160.)
Dust Storm’s interval has been changed to 3/4 second instead of 2 seconds.
These are my own perferred changes, comment as you please!
(edited by kybraga.7103)
FIrst. Nice that there are more people that like the Conjured Weapons and want a comeback for them.
I agree with most of your points but i absolutely disagree with “Built Rage”. Maybe its just me, but i really dont want to see more condis. Its allready enough burning. For PvE it would be a nice trait. But for PvP i hate the idea.Lightning Hammer should do much more damage then it is doing at the moment. It should be a viable damage buff compared to AA on Dagger Air. Is nice to have a Explo but because we loose dps at the moment its not good to take. We loose the option to use other sills then the 5 we get, that in mind i would say boost all AA on Conjured.
I would love to see a Trait or a rewok of conjured in general. Something like the Glyphs. Summon a Weapon, based on your Attument you are in. So you still have the option to react to a specific situation. Because we have so many terrible Utility skills it would be nice to have one that can bring alot to the party.
Honestly, I thought about making the AAs on Lightning Hammer faster, the hammer hits hard enough. However there are other things I noticed and will be updating above.
ED: I’ll also look at Built Rage a bit more.
(edited by kybraga.7103)
The Trait Conjurer has been removed; and conjures baseline have 25 charges.
A new trait called: Built Rage has been added.
Built Rage : Leaving Fire Attunement burns foes, and if you have fire aura while leaving, it is destroyed and turned into 5 stacks Might and 10 seconds of Fury. ED: Honestly I’m not sure what kind of trait to put here. xD
Conjures now are affected by attunement traits.
Flame Axe and Fiery Great Sword are affected by Fire Traits.
Earth Shield is affected by Earth Traits.
Ice Bow is affected by Water Traits.
Lightning Hammer is affected by Air Traits.
Traits procced by Conjures are unique to attunement procs and run on different cooldowns.
Attunement procs don’t sync with Conjure Procs. For example:
Fire Attunement and Earth Shield; You won’t get a Earth Trait proc AND Fire proc. You’ll get the Earth Proc.
-Flame Axe-
Flame Leap Damage * 1.25
Flame Leap Casttime = 1/2 Second instead of 3/4 Second
Ring of Fire now has the rules of the new Dagger offhand Ring of Fire. ED
-Lightning Hammer-
Lightning Swing now grants Fury to the user and Vulnerability to the foe when it hits. ED
Static Swing now applies 2 stacks of vulnerability when striking a foe.ED
The first two auto attacks now have a 1/4 casttime. ED
Lightning Storm Damage * 1.13
Lightning Storm Casttime = 3/4 Second instead of 1 1/4 Second
Lightning Storm strikes 15 times instead of 10 now. ED
Lightning Storm has the cooldown of 30 now. ED
Lightning Storm now applies Vulnerability on hit.
Static Field now applies weakness when stunning a foe.
Static Field has a 10 target limit now.
Static Field now lasts 6 seconds instead of 4 seconds.
-Ice Bow-
Frost Fan Damage * 1.11
Ice Storm Damage * 0.89
Ice Storm is now renamed to Winter Storm and heals allies as well.
Winter Storm no longer Bleeds foes, but applies chill.
Winter Storm is also an Ice Field. ED
Winter Storm healing value is set to 513 baseline at level 80.
Water Arrow now has a large healing radius for allies, and heals 478 baseline at level 80.
Frost Volley now fires 10 times instead of five.
Frost Volley Damage is scaled with 10 hits instead of 5.
Frost Volley Cooldown is now 8 seconds instead of 4.
-Earth Shield-
Crippling Shield now ricochets instead of going in a straight line, bouncing 3 times then returning.
Crippling Shield is now a Projectile Finisher.
Stone Sheath now applies cripple as well for 3 seconds.
Stone Sheath now reflects projectiles back to sender.
Stone Sheath only protects front of the user.
Stone Sheath block time is now 3 1/2 seconds.
Stone Sheath cooldown is now 14 seconds instead of 8.
Magnetic Surge now has the range of 900 instead of 600.
Magnetic Surge now dazes for 1/2 second instead of 2 seconds.
Magnetic Surge is now a Blast Finisher.
Magnetic Shield now applies Protection to allies as well as user for 2 seconds per target pulled in.
Magnetic Shield now has the casttime of 1 second instead of 1 1/2 seconds.
Fortify has been renamed Rocky Barrier.
Rocky Barrier allows you to move while using now.
Rocky Barrier has the cooldown of 45 instead of 30.
Rocky Barrier grants 4 seconds of retaliation when ending.
-Fiery Great Sword-
Fiery Rush now is a Fire Field.
Fiery Rush removes Chill from user and allies that pass through the field.
Fiery Rush now burns on foes that pass through the field.
Fiery Eruption is now unblockable.
-These ideas are my attempt at making Conjures more useful all-roundly.-
Feel free to add ideas or degrade them. Your choice! Just here to see what people think of these.
(edited by kybraga.7103)
~ My idea for making PU better:
-Allies stealth’d by mesmer with the PU trait gain boons over time, as well as the original mesmer.
-Resistance is added to the boon list. [1 second.]
[My idea if you can’t get the hint is to make PU a better support trait, as in allies healing and surviving better if you stealth them. Just stealthing them longer can only do so much!]
Possibly allow it to do more damage based on the duration of the fire aura. 5% per second. 5 seconds = 25% etc. This is only an idea I created from the back of my head, and I hope you guys can add on to this to make it more realistic/inviting. -waves-
the elementalist version of weapon swap is to switch attunements.
Using Ride the Lightning/Mist form/Vapor form counts as a weapon swap as well.
-Conjures as well count, and being transformed [Moa’d]
Honestly Yashuoa, I’ve started experimenting with Diamond Skin instead of Water traits on old-fashion fresh air elementalist, I find it a lot better in a few ways, it does have it’s downs however.
Pros:
One: You have a large amount of quick skills meaning you’ll heal pretty quickly.
Two: Invulnerability allows you to take time to proc fresh air, over and over, meaning more heals.
Three: Lower Invul/Reflect cooldowns from earth traits.
Cons:
One: You HAVE to be hit, invulnerability is a terrible choice when you are currently condition-bombed.
Two: Confusion as fresh air, is just a killer. Even with Diamond skin.
Three: You don’t have lower cantrip cooldowns/lower water cooldowns/ Soothing Mists.
Your idea is about the same just has a ‘duration’ for pulsing the removal.
My contribution however:
5 seconds of removing conditions on a 6 second cool down.
I do love the creativity so I will support this idea! -Waves-
I’m sure a lot of you miss this nice heal… Well, used to be nice, so let’s look at the options for making it better.
Ether Renewal: [Currently] 625 per pulse, also removes one condition per pulse. Total of eight pulses. [CD: 18; 3.5 cast-time] -This is without healing power and level 80.-
Ether Renewal: [Currently and Traited] 625 per pulse, also removes one condition per pulse. eight pulses. Gain Vigor and Regeneration at end. Possibly another condition removed. [CD: 14.5; 3.5 cast-time] -This is without healing power and level 80.-
So, what we could do to make this better:
-Lower the cast time to 2.
-Increase healing per pulse by 44%
-Make it heal more if it clears a condition. 66% more if it clears a condition in that pulse.
-Make it 2 second cast time and heal 22% more.
-Vote your idea and liking.-
So, we’ve had changes to few of our auras. Frost aura got hit from the ‘reduction zone.’ but it still has a 40 second cool down. Why not allow this to be 20-30 instead? They’ve done it to fire aura.. And shocking aura is low too.
Everyone knows about this trait, but how about a bit more… “Ouch” to it?
Burning Precision: “Critical hits have a chance to inflict burning, burning you apply lasts longer.”
-Okay, this is pretty weak, we got to admit. So let’s try.
Burning Precision: “Critical hits have a chance to cause a fire blast, burning foes in the radius and burns last longer.” -It’s similar to the chill trait on reaper.
-Feel free to add to this.
-
I honestly use this build with Sage’s Amulet and PU… With Torch. Because Mistrust isn’t a ‘DPS’ interrupt trait. So you could stack stealth while interrupting foes without getting kicked out of it…. Since Aegis blocks most stealth removals too.
Warden’s Feedback: Focus skills reflect projectiles, focus skills also receive a reduced cooldown. [Pretty cool… But not very useful for the fact you’d have to literally hide behind the phantasm to reflect.]
Protected Phantasms: Phantasms gain distortion briefly upon creation. Illusions gain protection when you use a shatter skill. [The distortion… Kinda neat? But the protection… No.]
-Changes-
Warden’s Feedback: Phantasmal Warden reflects projectiles to enemy. Temporal Curtain now absorbs projectiles and turns them into cleansing bolts. [Or… For Phantasmal Warden… Make it deal more damage per projectile absorbed. While reflecting.]
Protected Phantasms: Phantasms gain distortion upon creation. When they attack, they are blurred until the attack is over. [Now they’ll survive a lot better… Plus they can go through Guardian attacks… And Traps if you have this trait on.]
Mesmers are not stationary; can evade attacks. Turrets can’t.
As for applying the boons in the first place, at least let them be useful boons, like protection, aegis, regeneration, and retaliation.[/quote]
Honestly, if we started giving Turrets boons like Retaliation, we’d have people crying again. [Example: “I died from taking kittens of 261 retaliation! That’s OP!”] And honestly, I was thinking more. And thought about the boon traits for turrets, make it they just apply the boons to each other… [As in the turrets.] To give boons.
Hope for you all to know.
Alacrity isn’t that big of a deal, half the ‘decent’ mesmers didn’t/don’t notice the difference.
Heck, half the decent mesmers don’t even need to use Alacrity.
Shatter mesmer is still viable. Why not try that out guys? Get some fresh air from all that invulnerability.
Now why would we waste boons on something which gets cleaved down in seconds?
Why does Boon mesmer exist my friend?
Why not make Turret damage and such be affected by the engineer’s stats?
Or just allow Turrets to get boons… A strict kind of boons though.
-Might
-Fury
-Quickness
I mean, apparently Turrets can bleed now, why not make them be furious?
I don’t get this, are they trying to make Scepter on Elementalist fast? If so, they need to ACTUALLY look at cast times.
Dragon Tooth: With luck… You might land this, or complete the cast for that matter. Very easy to interrupt.
Phoenix: Terrible damage unless full damage, and full might for that matter.
Water Trident: Small radius meaning you have to stand still to heal yourself, plus the wind up ruins any attempts for timing.
Rock Barrier: This cast time on it can be easily interrupted. Plus the cast of this isn’t even worth it.
Now let’s look at how useful any of these skills actually are:
Dragon Tooth: Blast. That’s all.
Phoenix: Condition clear, Vigor and blast.
Shatterstone: [Now] Can help stack high vulnerability. [Before] Just for some extra healing and such from Signet of Restoration.
Water Trident: Small Radius, and Regeneration. You’re most likely going to heal your allies more than yourself with it. Plus the Regeneration is nice for Regeneration = Condition clear.
Lighting Strike: Quick and moderate damage. Useful single-target wise.
Blinding Flash: Blind with a decent duration.
Rock Barrier: Oh boy, 180 Toughness, look out. Only useful for Hurl and combo fields.
Dust Devil: Multi-target blind.
Regardless, I don’t understand what Arena-net is doing to the ‘burst weapon’ for elementalist.
-Feel free to add more/ correct.-
The Audio of Shatterstone doesn’t match the animation anymore. It makes my OCD unhappy. XD
It’s little details like this that show how much they truly care about eles.
… You need to remember what class had the most ‘buffs’ for the longest time.
If you enter combat from gaining a condition, it won’t remove that one condition… Unless stacked again.
-Other than that, enjoy the replacement to water line.-
I love this idea, the only problem I could see with this is MAKING the skills for that… [And the likelihood of ANET actually saying “YES”].. I guess you should at least come up with basically skill ideas for all of them. So it can be more encouraging to others.
+1
The Elite Corruption Skill, Plague isn’t worth it’s slot anymore… Ways to make it a bit more worth it is to add a pulsing Fear [Please?] or at least a Chilling. Also, making Plague form a dark field would open up a lot of team combat strategy. [You guys want that right?]
New skills:
4: Chilly Epidemic: Add chill to your plague.
5: Terrorizing Plague: Add fear to your plague. -If you can’t do this…
5: Haunting Grounds: Add Torment to your plague.
The point is, Plague needs more skills.
Oh, and to those wanting to see the Cool downs in death shroud/reaper shroud. I support you.
Edit: Possibly also make each skill do a finisher of some sort? Since Necromancer is pretty shutdown by the skill.
Withering Plague: Whirl Finisher?
Plague of Darkness: Blast Finisher?
Feel free to comment on the ideas. Or critic.
(edited by kybraga.7103)
Lingering Curse: While wielding a scepter, condition damage increased. Conditions inflicted by scepter have increased duration.
The change to the scepters auto… So basically every boon you convert, it’d last 50% longer.. Great.
(edited by kybraga.7103)
Honestly, if they did make Parasitic Contagion, It’d basically kill a trait in Death Magic.
Another Tip:
Use Death’s Charge to kite AWAY instead of towards.
Use this normally to heal or DPS from a distance with your ranged weapons.
If you guys have noticed, necromancer is getting scepter aa to have a boon convert. Look at what Axe has. Then you’ll get what this title is getting at.
Ideas to revive Axe:
1)Make Unholy Feast the old Feast of Corruption on Scepter?
2)Make Unholy Feast larger AoE and give might instead of retaliation.
3)Make Ghastly Claws do more damage per condition on foe? -Counter active to the first idea.-
-Feel free to post more ideas.-
(edited by kybraga.7103)
We should look at Glyphs before we even start with Arcane skills. But I suppose this thread, seems reasonable regardless. xD
It was reverted.
The only way I see to ‘Nerf’ traps on guardian is removing the boons upon triggering, it’s a change but it won’t completely change the whole meta.
So, basically what I’m trying to get at is, Thief lost all their might access, making one of the most meta rune sets: [Strength and Hoelbrak]. Completely useless to them, I guess to say is, bring back:
Hidden Assassin: Gain Might while in stealth.
Power of Inertia: Gain Might whenever you dodge.
Now, you may ask: “How would we do that now?”
For Hidden Assassin, it’s KIND OF obvious:
Hidden Thief: Gain Stealth when you steal > Hidden Assassin: Gain Stealth when you steal and gain might while in stealth. [Pulses 2 stacks every second, 6 second lasting might.]
Now Power of Inertia: Swindler’s Equilibrium: Successfully evading an attack while wielding a sword decreases the cool down of steal. > Swindler’s Equilibrium: Successfully evading an attack while wielding a sword decreases cool down of steal and grants might. [1 Second ICD on the trait, but the might lasts 15 seconds.]
Okay, so we all know of the great annoyance to people trying to not get interrupted.
I’ve noticed it gives 4 offensive things but only three supportive things. I was thinking the fourth supportive thing for the Chaos Storm should be baseline 5 seconds of might or 3 seconds of regeneration.
^ Pretty much only DH’s complaining since I can easily tell if they’re facerolling traps, and since I pretty can always time my bursts… And trick people, they get salty ‘Sour/upset.’ and just say my build is cheese. XD
This is the grandmaster trait that is Supposed to increase condition duration and boon duration by 3% every boon on the mesmer… Thing is, there is nothing showing that it works. At all. Possible make a green number on the “Boon Duration” and “Condition Duration” ? aka: Base line 10% boon duration… 13% [In green] for one boon.
For starters, the Health Pool is medium… Meaning they are kind of weak to heavy conditions…
Secondly, on the note of conditions, they don’t have access to many conditions, they just stack a lot of the same one. [Confusion and Torment.]
Mesmer is made to trick foes and manipulate the target[s]. [Aka, if you get confused and lost in a mesmer fight… You should.]
Now on to certain traits people complain about for some reason:
PU [Prismatic Understanding.]: For starters, it’s a stealth trait made for those wanting to extend fights for an advantage, aka it’s doing it’s job if it’s being annoying.
Confounding Suggestions: This trait is basically a dumb’d down version of Chaotic Interruptions, if not less powerful. It’s keeping the target in place, like Immobilize on Chaotic Interruptions . But it doesn’t give boons or anything besides the small Daze/Stun duration increase. -Aka, no reason to cry over it.
Mental Defense: This is a trait to summon a iDefender, it transfers POWER damage to it. Conditions would completely counter this and with the current meta, I don’t see why people complain about it.
-Feel free to comment more things people complain about and why they aren’t OP at all.