Do you feel like the elementalist could be much more? That his mechanics don't do his theme justice? Maybe his elite specializations have a weak design? Or do you just want to post some crazy ideas? Well, then this thread is for you.
So, just for fun, how would you redesign the elementalist?
Last update here: July 6, 2018
Few personal ideas to start the thread:
Elementalist - Full redesign
I love elementalist. Been my main character since release. It's wizardry done right for me, and attunements are an excellent idea. The elemental graphical effects are absolutely gorgeous too.
However, I feel like the current incarnation is killing the profession in the long term, and limiting its potential for new elite specializations. Attunements, the very thing that every elementalist player loves, are the main culprit.
The main problem with attunements is that they yield unique skills for each weapon. From a balance perspective, they're 4 times the job. That's not sustainable, and it drags us down. A possible solution?
Weapon skill normalization.
This means that every weapon does the same thing, no matter the attunement. Skills would still change, but they would use the same core stats and design, making them easier to balance and design. Few examples:
This would help elementalist development a lot, in my opinion. Since skills now share the same core, they can balance that accordingly, and create new skills with less effort. We would lose a bit of variety, yes, but that can be compensated with other things.
The first of them is weapon swap. One of my biggest gripes with elementalist, is being locked to either melee or ranged, and not being able to change without going out of combat. This would double the skill, leaving us with 45 skills at a time, which might sound even crazier than before. A good way to balance this a bit, is to add shared cooldowns across attunements. So, if you use the 4th skill on staff on water, the cooldown applies to the same skill in the other attunements. There could be bonus cooldown reductions for swapping attunements, but the idea is that you will now be encouraged to weapon swap instead of just attunement swap, and that spamming skills mindlessly will not be a thing anymore. Since cooldown is now shared across attunements, we can get a shorter cooldown on attunement swap too, so we can rotate back and forth faster.
Next is new weapons, for the core profession. I would go with scepter off-hand, greatsword, and shortbow. Their skills can be inspired by conjures, which would be gone, removed. We don't need them now that we have weapon swap, and we can replace them with new slot skills. Maybe something similar to party venoms, but applying elemental damage enchantments instead?
Finally, since attunement cooldowns are much shorter, and weapon skills have shared cooldowns across attunements, what if we let players switch at the middle of a cast, without cancelling the skill?
Channeled skills could swap their effect, and get some bonus cast time. For example, you're casting fire meteor rain, and then switch to water. Now frozen meteors start falling, and you get some bonus channel time. You can swap further, and double the effects of the original skill.
This can lead to very awesome combos, and a new playstyle that wouldn't be possible for any other profession.
We would sacrifice the skill variety we have now, but gain weapon swap and the ability to combine our skills more efficiently. The core profession would be easier to balance, and elite specializations would be easier to develop as well.
Tempest - Turn Overload into Burst skills
There isn't a lot to do with tempest. I like overload, but I would like it even more if it would change depending on your active weapon, so it's not always the same thing. So, turn overloads into burst skills, and normalize them as well, like in the previous idea.
Tempests would have a new energy bar as well, which would increase by dealing damage in your current attunement, and reset on attunement swap. The overload skill would level up the higher your overload energy bar is, much like the warrior's adrenaline levels affect the power of the burst skills.
Attunement swap cooldowns wouldn't be affected, but the overload skill itself would keep the cooldown when you switch back.
Weaver - Reward weaving much more
Not much to do here either. Dual Attack skills wouldn't be normalized, and they would have individual cooldowns, so you're encouraged to swap as much as possible to do more damage.
Something that weaver really needs though, is a new mechanic skill, F5, letting you turn weaving on and off whenever you want for as long as you want, pretty much like Unravel, which would be removed.
As an additional bonus, Primordial Stance could be made part of the mechanic itself, much like other elite specialization mechanics, like Deadeye's Malice and Renegade's Kalla's Fervor. A weaver that rotates well nonstop would get a worthy attunement boost, improving different attributes depending on the active attunement.
Just some random ideas to begin the thread. Waiting for yours!
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