I was thinking about how the other classes have been gaining more utility on their weapon traits. Now equivalent traits for ele would probably be the attunement buff minors, the first trait in any given elemental traitline. It would make sense to me that these traits should work similarly.
- Empowering Flame: You now gain 50% of the Power in other attunements as well.
- Soothing Mist: Gain Lesser Soothing Mist in other attunements. Lesser Soothing Mist heals for 50% of Soothing Mist.
- Zephyr's Speed: Gain 50% Movement Speed Increase in Air Attunement. Gain 25% Movement Speed Increase in other attunements.
- Stone Flesh: Gain 50% of the Toughness in other attunements.
The same logic can be applied to the various Z-mancer's Training traits.
- Pyromancer's Training: Gain 5% increased damage on other attunements as well.
- Aquamancer's Training: Gain +10% damage when above 90 % health in Water attunement, and gain +5% damage when above 90% health in other attunements. (Truth be told, I'd actually like this to do something else other than damage. Which would be much more fitting for the Water traitline.)
- Aeromancer's Training: Gain 50% of the Ferocity in other attunements.
- Geomancer's Training: Movement-impairing conditions are further reduced in duration while attuned to Earth. They are reduced by 66%. This effect only applies to conditions inflicted while you are attuned to Earth.
Then I have some other changes I'd like to make to counter-intuitive and underwhelming traits. Also trying to get rid of some rather limiting ICD's.
Starting with Fire:
- Burning Precision: No longer Burns foes on critical hits. Burning a foe now grants you a stacking buff that grants you increased critical hit chance and condition damage. Increases critical hit chance by 1% and condition damage by +12 per stack up to 10 stacks. Lasts for 10(-ish) seconds. The Adept tier of Fire lacks power build synergy which is what I'm trying to insert here but would also work for condition builds. I'm open to other ideas though, this just came to mind.
- Sunspot: Increased the radius of this trait from 180 to 240.
- Blinding Ashes: This trait has been reworked. Fire Shield on you now detonates(Transmute Fire) automatically when it ends. Detonating Fire Shield inflicts Blindness on effected foes for 4 seconds. This trait has a 4 second internal cooldown.
I normalized Sunspot to the same radius as Earthen Blast. The current Blinding Ashes is too RNG, and kind of weak for a GM, to my liking.
- Healing Ripple: This trait now also removes a condition from effected allies.
- Cleansing Wave: This trait has been removed. Replaced by a new Master trait called Rending Ice.
- Rending Ice: Inflict Vulnerability for 8 seconds on foes struck by skills when attuned to Water.
Cleansing Wave is kinda pathetic so I merged it into Healing Ripple. Rending Ice is intended to improve Cryomancer playstyles.
- Stormsoul: Extra damage against disabled foes is increased to 15% instead of 10%.
I'd like to see those Pile Driver "1-shots". I'm only 50% joking here.
- Serrated Stones: No longer grants you increased damage against Bleeding foes. Bleeding you inflict is now 33% more effective.
- Earthen Blast: Now also inflicts 1 stack of Bleeding for 5 seconds.
- Written in Stone: Activating Signets now also inflicts Bleeding around you. 2 stacks for 10 seconds in a 180 Radius.
Reinforcing condition playstyles for Geomancers and elementalist in general.
Then I have 1 last thing that's not a trait change as a bonus.
It's kinda wishful thinking to do this change after 6 years but I would really like if they swapped the places of Water Trident and Ice Spike. A. That would make Staff a better long range healing set, and B. It would make Water Scepter feel like an actual Cryomancer playstyle that's good at stacking Vulnerability. Just make the numbers fit their new roles in their respective weapon set.
So what do you think? Dumb? Brilliant?