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Have attunement-specific CD reduction traits affect dual skills


Abelisk.4527

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But not directly. If Aquamancer's Training has a 20% CD decrease for water skills, have the trait reduce water-related dual skills by 10%.

This also means you can stack CD reductions. Steam Surge (Water/Fire dbl. attune) from dagger will have 10% CD reduction with Aquamancer's Training but 20% CD reduction with Aquamancer + Pyromancer's Training traits if both taken together.

Reasoning: Dagger weaver's dual skills (e.g. Steam Surge + Mud Slide) are powerful, but on a fairly steep cooldown to, say, the sword's 9 1/2 sec CD of Riptide and 8 sec CD of Earthen Vortex. Granted, Dagger has Burning Speed, but that is a double-attune. This change will shoot Dagger into PVP/WVW attention.

It also will help with every weapon's damage a bit, since most of the dual skills are offense-oriented rather than defense. This won't make Sword even more tanky since the Riptide/EV key evades are not dual skills.

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Sad part about weaver is that it doesnt really synergize with the class to its fullest potential, unlike most of other specs.

Glyphs get no changes on dual attuning, arcane traits dont benefit from dual attuning, traits that require staying in fire/water/air/earth in their respective specializations dont benefit from dual attuning. So what's the point of dual attuning at all?The only bigger synergy in traits is woven stride (regen on recieving swiftness). Other traits have nearly 0 relations to core class or its traits.

I understand that powercreep could be an issue with all those stats and procs, but
1) 90% of elite specs introduced huge power creep compared to core specs/older elite specs
2) weaver didnt have to get 30% damage modifiers in its traits (which are boring anyways).

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I've thought about a similar thing for cool-down reductions for Dual Attunement skills... Primarily for the fact Dagger Mainhand Weaver cannot benefit from Aquamancer's Training like Sword or Scepter can. Additionally, seeing as all of Dagger's Water/X Wield skills are higher cool-downs than the rest can really make a rotation off-putting.

I say this as someone who has been getting into playing primarily D/D in PvP. It has all sorts of potential but is so different compared to the old play styles and all the Water/X cool-downs being higher makes it intimidating.

For example, you can swap to Fire/Water or Water/Fire and swap to Air after using Steam Surge for a blast finisher almost immediately after if you wait a few seconds. The big issue being the cool down, sadly.

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