Air traits
Zephyr’s Speed: The trait is useless at the moment. First of the 10% movement speed increase is barely noticeable. Second if you have swiftness applied, the buff is completely nullified and swiftness is not that hard to come by. So instead my idea would be that this trait reduces the cooldown on skills you cast in air attunement by 10%. This would by a decent buff to fresh air builds in particular, because they have ready access to air whenever they want to cast an expensive skill.
Glyphs are a bit of a problem here. Currently there are some where the attunement you start in determines the effect (Glyph of Storms) and then there are some where the attunement you end in matters (Glyph of Elementals). The first type would be affected by this, since the cooldown only starts when the skill is fully cast. The second type, however, would only benefit when specializing in Arcana to get Lingering Elements. I’m no big fan of having that separation anyway, so I’d suggest that for any glyph the attunement you start in determines the effect, but that is probably going to be pretty controversial.
Electric Discharge: It’s a good trait. The only thing I’d suggest is that it inflicts something between 3-5 stacks of vulnerability to match the theme of the third minor trait. This would be another buff to fresh air builds in particular.
Weak Spot: Great trait, no changes needed.
Zephyr’s Boon: This trait also seems to be in a good spot and it’s a good choice for utility in the Adept slot.
One with Air: The trait would be OK if superspeed actually did more than swiftness does. At least it is my impression that both increase the movement speed by the same amount. If this gets fixed it seems to be a decent utility choice.
Ferocious Winds: As others have pointed out this trait is crap. The old version gave you healing power based on your precision. If you specced in air you at least had some precision so you would actually get a buff. But now you most likely don’t have much healing power, so the buff to ferocity is abysmal. The whole trait should either be removed or changed to something sensible like “Gain ferocity based on your precision”. Overall I think removing it makes the most sense to free room for Bolt to the Heart, but I will come to that in a bit.
Inscription: Merging those two traits made sense and the trait seems to be well rounded overall. I think 1 stack of might for 20s is a bit low, however, and should be 2 stacks instead.
Aeromancer’s Training: I fully expected Air Training to get merged into this trait, but apparently they went for +10% crit damage instead. It makes sense as well, since this used to be the precision/ferocity line, but of course it’s a nerf to damage. Considering how much a class like warrior is buffed in terms of group support and personal DPS, I think it’s not to much to ask that ele can keep this damage modifier. Therefore I propose that precision is being increased by this trait as well. +150 precision would amount to about +7% crit chance, which is a bit strong most likely, but you get the idea.
Tempest Defense: It’s a nice trait for fresh air burst builds because of the +20% damage modifier while also offering some utility and — if traited — support from the auras. For a master trait the ICD seems to be in order.
Bolt to the Heart: This is obviously one of the changes that hurt the most. Overall it’s just a 6.7% damage increase at the moment, so totally not worth being a GM trait. If Ferocious Winds was removed, a slot would free up for this trait and it could be brought back down. This reason why moving it to GM is bad is because you have to choose between Fresh Air and this one. In PvE dagger builds only work with Fresh Air, so you miss those 6.7% damage. A staff build — which is already stronger than D/F in this scenario — can pick Bolt to the Heart, so the margin increases. In PvP scepter builds also rely heavily on Fresh Air, so those are also missing out that damage modifier. Given the one-trick-pony nature of scepter builds in PvP this breaks the build. Either they can burst down a target or they have to back off and wait till the burst combo is back up since scepter offers no sustained damage.
Fresh Air: It’s one of the traits that best match the “build-defining” nature GM traits are supposed to have.
Lightning Rod: I don’t see many uses for this trait other than very gimmicky builds involving tornado. Ele does not have enough disables for this to matter. Depending on how defiance bars on players work, this trait could maybe be triggered by blinds as well. This way burst builds could be created without using Fresh Air. With the ready access to blinds from Blinding Ashes it could get a little too strong, however, but tweaking some numbers or adding an ICD should work around that.
(edited by Ignavia.7420)