Here are my proposed changes for their active skills.
Signet of Air – Teleport to your foe and stun them for 1s if you hit. Range 900, CD 30s. Breaks stun. Requires target (target doesn’t need to be in range)
-More in-battle mobility and control/setupSignet of Water – Freeze your target for 2s. Range 1200, CD 40s. 2s cast time.
Signet of Fire – Add 2 stacks of torment and daze your target for 2s. Range 1200, Retain current CD. 1s cast time
Signet of Earth – Remove Immobilize and Cripple effect, add 2s knockdown. blockable Range 1200, CD 50s. 2s cast time.
- On the contrary, we can make it unblockable but reduce the range significantly.Reason for changes – open up possibilites for Control Ele and more setup for DPS Eles. As all ele knows, we need as many defensive utilities and traits. Going for 2 or more of these signets reduces survivability significantly so I think these changes are balanced
#BringBackTheControlEle
#NoMoreBunkeringEdit: changed CDs and added ccast time
I like your ideas. With Signet of Air I would keep it at 1,200 range because 900 sucks (Lightning Flash as an example). Since your suggestion requires a target I would imagine it’d be harder to pull off if you somehow manage to de-target while fighting and in a real need to port away.
For Water, when you say freeze your target, do you mean like the reaper elite that freezes/stuns? If so, I’d like that a lot, but the passive for this particular signet annoys me. I feel that 10 seconds to remove one condition is maybe a bit too long. Why not remove 2 conditions instead? That sounds reasonable.
Nice idea with torment added to Signet of Fire. Condi ele users would love this (I DO), but I think the daze may be a bit too much; wouldn’t mind it though.
Would your Signet of Earth changes work? Sometimes using a signet while immobilized wont work because the target may be behind you or on the side, so would it still work if the skill misses? Like I said before with Fire, the knockdown may seem OP so I wouldn’t even know if they’d implement this change onto the signet. I still like the idea, just seems a bit much.
Signet of Air – I wanted to minimize the range because it has too many effects. Teleport, Break stun, and even a stun on target upon hit. This will synergize perfectly on scepter eles but we need some kind of counterplay. Reduce the range, it only stuns WHEN you hit the enemy (you must be exactly 900 range or below). The teleport works like Rev’s Shiro PT so it can be used as a gap closer.
Signet of Water – Yes, it is basically a single target Reaper Elite. TBH Anet kittened up when they gave that elite to reapers instead of Eles. Eles should be the master of fire and Ice. And as for the passive, I agree that it should only start the timer upon condi removal.
Signet of Earth – Same as Signet of Air, I had to put in some counterplay thus the 2s cast time and “LoS”, so use it wisely. However, it will still be on 1200 range to compensate for the LoS counterplay. And to counterplay the range, it will be blockable. We can make it unblockable by reducing the range significantly.
Signet of Fire – You’re right. Honestly speaking, daze seems out of place on fire signet but I think it would open up options for Lightning Rod builds as a low CD interrupt.