Another suggestion from ArmaggedonAsh:
I saw that person mentioned Quickness for an elite. To me that would just be very underwhelming as an elite. Maybe if it was like Signet of Rage of the Warrior and gives us Might and Fury at the same time it would be decent. Though it wouldn’t really help a condition based ele build.
Though something like:
Passive: 50% Chance on Critical to inflict a condition based on attunement.
Fire = Burning, Water = Chill, Air = Confusion, Earth = Torment, 5 second ICD
Active: Inflict an Aoe condition based on your attunement and grant yourself Quickness 5 second, Might 5 stacks for 30 seconds and Fury for 30 seconds
then it might be something worth using
Another idea i had:
A total redesign of Glyph of Elementals. Now instead of summoning an elemental based on your attunement. You actually turn into one yourself. We already have tonics that can turn players into ones. Sure they cant move but i am sure they could get something to work as they have the animations from elementals already.
I would see them as mixing skills from all weaponsets and they would be increased as once you are in this form you can attunement swap to gain buffs and such but your skills dont change. Something like:
FIRE =
Auto attack = Staff Auto. This would be buffed so its travel time is faster and deals a bit more damage. Maybe inflict 3 second Burning on all targets hit around the target
Skill 2 = A Dragons Tooth like skill. Cast time would be reduced. Damage would be increased and Burning would be doubled.
Skill 3 = Flame Blast. Damage would be increased quite a lot. The area below the target would become a Fire field for like 10 seconds as well
Skill 4 = Drakes Breath. This would have larger range and deal twice as much damage to already burning targets.
Skill 5 = Meteor Shower. Each time a target is his, they are inflicted with 5 seconds of Burning. Impacts increased. Cast time reduced and fall speed increased
WATER =
Auto attack = Staff Auto attack. Simple and easy. Heals allies as well.
Skill 2 = Cone of Cold. Inflicts Poison on targets and Regen on allies
Skill 3 = Healing Rain. Condition is removed on each application of regen (doesnt need trait) removes conditions from player and all allies in the field.
Skill 4 = Frost Aura. Applies Aura to all allies (no need for trait)
Skill 5 = Comet. This would be changed to ground target. Thus it could be combined with Healing Rain for an AoE as well. Daze increased to 3 seconds. Damage increased to Chilled targets
AIR =
Auto attack = Dagger. An obvious choice really. Will mainly be Melee based
Skill 2 = Lightening Strike = This would be AoE based and inflict 5 stacks of Confusion for 5 seconds.
Skill 3 = Shocking Aura. As with all elemental auras no need for trait for the aura to be shared.
Skill 4 = Ride The Lightening. Damage doubled. Inflicts 5 stacks of Confusion for 5 seconds on targets
Skill 5 = Gale. AoE knock down for 3 seconds of all targets in range of the player.
EARTH =
Auto Attack = Scepter. Instead of Bleeding. It inflicts 1 stack of Torment for 6 seconds every hit.
Skill 2 = Rock Barrier. Increases Toughness . Hurl now inflicts a random condition per each projectile as well as sending 1 condition to the target that the player has. Each projectile has be fired on its own with a 1second ICD until they are all used.
Skill 3 = Ring of Earth. Inflicts small damage and Cripple 5 seconds, Bleeding 12 seconds and Torment 6 seconds
Skill 4 = Magnetic Wave. Along with Cripple it now inflicts 5 stacks of Torment for 10 seconds on foes within range.
Skill 5 = “Churning Earth”. This would be similar to Churning earth but the player can move during the Channel. They are inflicted with Cripple during the channel.