Air
Stat Bonuses: Excellent. 30% more crit damage is freaking awesome. Especially considering that you will have a very high crit chance from the perma-fury you will get from Zephyr’s boon
.
Minors:
Zephyr’s Speed: Terrible. Absolutely useless, doesn’t stack with swiftness, you will have perma-swiftness, so this trait is null and void.
Electric Discharge: Okay. Doesn’t do much damage, but once again, it’s instant and every little bit helps.
Weak Spot: Excellent. Okay so you’re at least 25 air, you probably do crits all the time…you will be stacking vulnerability like nobody’s business!
Majors:
Zephyr’s Boon: AMAZING. Okay, it’s an adept trait that can give you PERMA fury AND swiftness (with D/D). Oh and wait, that’s not all, if you are an auramancer, it gives perma fury and swiftness to your entire group! kitten
Zephyr’s Focus: Okay. You really don’t channel skills enough to justify this, and Ele’s have better ways of getting endurance.
Quick Glyphs: Excellent. One of your heals is a glyph, and your best elite is a glyph…that is 20% more healing and elite skill use. Good? I think so.
One with Air: Terrible. Much like Zephyr’s Speed, this one is absolutely useless…doesn’t stack with swiftness.
Soothing Winds: Okay. I wouldn’t really take this one…as an Ele, you probably aren’t going to stack precision gear due to the perma-fury you will have, so it seems like it would only be of limited effectiveness…this would be better as a minor trait IMO…replace Zephyr’s Speed with this
.
Bolt to the Heart: Good. Great skill to finish people off with, and works in all attunements. Only drawback is that they must be under 25% to do it, and most players are either go to go down anyway when they are that weak, or will heal up soon…still, not bad though.
Arcane Lightning: Poor. It’s only 3% more crit damage, you get that for spending 3 points in air lol…AND it’s only triggered when you use an arcane skill. This is overshadowed by other damage percentile increasing traits.
Inscription: Okay. Seems like a worse version of Elemental Attunement…still, not horrible for a boon stacking build I guess.
Aeromancer’s Alacrity: Poor. Basically same reasons as the fire skill, but I find air to be a more “situational” attunement than fire, so I gave this poor.
Tempest Defense: Excellent. For a build that doesn’t use a dagger in the MH, this is awesome. Staff users are fairly vulnerable to thief burst, and this skill fixes that problem.
Grounded: Excellent (for D/D). For a D/D burst build, this skill is probably a must. D/D’s almost always open with a KD (updraft), so their initial big burst will benefit from this, and 20% increased damage is no joke.
DISPUTED — Grounded may not benefit from updraft, since updraft is technically a “blowout” not a KD…this will need to be tested.
My analysis:
1) Tempest defense = poor, the conditions required to trigger it are too easily replicated, making this trait activate when really not necessary, should be changed to something like activate at 70 % HP and 90s CD
2) Grounded= poor, the moment gale got changed from 3s to 2s KD, this trait become useless, why should I waste 30 pts in air to rely on a single 45s(earthquake) or 50s CD (gale)skill?
I agree on all the rest