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[Suggestion] Some Elementalist trait-line Rework.


Hikosama.2971

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Hello everyone,This is my second post, I've played Elementalist and found it became more weird weak recently. Hence I just completed this thread in my free time. Hope A-net see some idea to make Elementalist more interesting and return it to good state again. Sorry for some of my bad grammar because English is not my mother language.

1. Elemental AurasEnhance these auras to make them more impactful for Elementalist combat as follow:

  • Fire Aura: This aura has weak effect but it’s easy access for core Ele by both skills set and Fire traitline. So it just needs small tweaks to grant more use on not only Ele but also other professions as follow:

    Remove the ICD per attacker: Enveloped in a fiery shield that burns foes, grants might each time the bearers are struck.o Stacks of Might per struck: as same of the current (1)o Might duration: 5s (down from 10s)o Stack of Burning per struck: 2 (up from 1)o Burning duration: as same of the current (1s)o Stack-able duration: Fire Aura can stack duration to max 15sTherefore, Transmute Fire has changes to match more benefits of Fire Aura changes as follow:Increase stacks of Might and Burning base on remaining duration of Fire Aura: Use the remaining energy of the Fire Aura to cause an explosion, damaging enemies and benefiting allies.o Stacks of Might per second remaining: 1o Stacks of Burning per second remaining: 1o Might and Burning duration: as same of the current (6s)o Damage: as same of the current

  • Frost Aura: This aura needs huge tweaks to make more unique impact for on all professions. Hence It needs hard access for core Ele, so only Tempest traitline and specs skills can gain it. Also it identify more the benefit of combo blasting or leaping on Ice fields to gain Frost Aura. The changes are as follow:

    Adjust this old functions: Chill foes that strike you (only once per 1s for each attacker); incoming physical damage is reduced.o Chill duration per struck: as same of the current (2s)o Incoming physical damage reduced by Frost Aura: 10% (not affect condition damage anymore)o Frost Aura still can not stack durationAdd more this function: Freeze status of conditions on the bearer which means current conditions on the bearer have their naturally current duration-freeze and functions-freeze, also means the bearer cannot be applied new incoming conditionsNote: Therefore, this Frost Aura’s function doesn’t affect skills or traits with effect that reduce duration of current conditions or cleanse conditions such as Cleansing Water.

  • Shocking / Static Aura: Same as Frost Aura. Rename to Impulse Aura

    Adjust functions: Stun foes with an electric shock, also remove a condition on the bearer when the bearers are struck (only once per 1s for each attacker).o Stun duration: 1s (down from 2s)o Conditions removed: 1o Impulse Aura still can not stack duration

  • Magnetic Aura: This aura has niche use and need Earth traitline change to commonly access for core Ele trait. So it need a fair tweak.

    Keep this old functions: Reflect projectiles with magnetic energy. Magnetic Aura still can not stack duration.Add more a function: Draw a boon on nearby attacking foes to the bearer (only once per 1s for each attacker).

2. AttunementRemaining your main hand which attuned to an element grants to you benefit of that element. Every second after attuned to an element grants to you a stack of that element effect. Gain max 15 stacks (spend 14s in, the first stack apply when attuning to), each stack grants benefits as follow:

 

  • Stack of Fire: add 0.5% physical damage increase and 10 bonus point of Condition damage attribute.
  • Stack of Water: add 7 bonus point of Power attribute and 1% healing effectiveness increase.
  • Stack of Air: add 1% rate chance of critical hit and 7 bonus point of Ferocity attribute.
  • Stack of Earth: add 1% physical damage taken reduction and 15 bonus point of Expertise attribute.Note: Stacks of an element can only gain (by some ways) while your main hand attuning or attuned to that element. Stacks of an element end immediately or in very short delay after your main hand swapped out that element. Only stack of Fire can linger after your main hand swapped out Fire attunement through Fire trait line.

Therefore, rework trait-line as bellow:

3. Fire Trait line

  • Minor adept:

    • Wise Flame: New trait (Empowering Flame trait icon): Empower you up with mystic of Fire whenever equipped Fire trait line. Gain greatly more stacks of Fire when your main hand attuning to Fire. Might also now grant to you an addition Healing power bonus per it’s stack.

      o Stacks of Fire gain: +6o Healing power per Might stack: +20

  • Major adept:

    • Pyromancer's Training (refunction): Gain Might for each skill used (including the auto attack) while your main hand attuned to Fire. Fire weapon skills have cooldown timer reduction.

      o Stacks of Might per skill used: 4o Might duration: 3so Cooldown reduction: 20%

    • Blinding Flare: New trait (Blinding Ashes trait icon): Blind and burn enermies around your targeted foe when one of your hands attuning to Fire.

      o Blindness duration: 2so Stack of Burning: 4o Burning duration: 2so Number of targets: 5o Radius: 180o Trait ICD 7sNote:This trait’s ICD is to prevent you trigger trait as fast as the second attune to same element which making trait overpower. It’s for trigger as your will after 7s but you want to keep stacks of Fire so your main hand must reamain attuning to Fire.Bliding Flare strikes the targeted foe within a radius of 900 while doing nothing without a target as same function as Electric Discharge trait.“one of your hands attuning to” means this function work as the second time you attuning to the same element as weaver and does not mean this function will work as your main hand swapping out of an element to active attunement to other elements which let old attunment moving to your off-hand as weaver.

    • Conjurer (refunction): Surround yourself with Fire Aura while wielding any Conjure weapons. Passively gain several stacks of Might whenever applying Fire Aura.

      o Trait Fire Aura interval: 1so Trait Fire Aura duation: 1so Stacks of Might per Fire Aura applied: 4o Might duration: 1s

  • Minor master:

    • Sunspot (refuntion): Gain Fire Aura and strike foes around when one of your hands attuning to Fire. Increase duration of incoming Might you receive based on stacks of Fire you had.

      o Trait Fire Aura duration: 3so Damage: 160 (0.6)o Cannot critical hito Number of targets: 5o Radius: 180o Incoming Might duration increase per stack: 2%

  • Major master:

    • Flame Stand Still: New trait (Burning Fire trait icon): Stand in your Fire field or your allies’ one heal and grant Might to you. Create Lesser Lava Font at your location when your main hand attuning to Fire.

      o Interval when standed in Fire field: 1sNote: This function immediately (or after very short delay) starts or ends when you enter or leave field.o Stacks of Might per interval: 3o Might duration: 2so Healing per interval: 325 (0.65)o Healing heath percentage on down state per interval: 6%o Lesser Lava Font: make lava erupt at your location. Deal damage to foes who step in. Damage: 212 (0.525) Number of targets: 5 Duration: 4s Interval: 1s Radius: 220 Combo field: Fire Cooldown: 8s

    • One with Fire: New functions (Smoothering Aura trait icon): Applying other auras to you also grant Fire aura to you too. Fire Aura grants to you more outgoing direct damage and outgoing burning damage.

      o Trait Fire Aura duration: 3so Fire Aura effect bonus when on you: 4% direct damage increase and 8% outgoing Burning damage increase.

    • Overwhelming Blaze: New trait (Power Overwhelming trait icon): Cause Fear to foes that you burn. Applying Fire Auras frequently help you to cause more Fear.

      o Fear duation: 1.5sNote: If multiple enemies are burned by the same hit (such as with Flame Burst or Blinding Flare) they will all be in Fear. Attacks that burn several times, such as Burning Retreat or "Feel the Burn!" will only Fear the enemies struck by the first hit.o Trait ICD 18so Trait recharge reduced time per Fire Aura applied: 4sNote: Add UI icon on your screen to notify Overwhelming Blaze’s ICD when equipped this trait.

  • Minor grandmaster:

    • Burning Rage (New functions): Increase physical damage and burning duration based on stacks of Fire you had. These stacks of Fire will linger for a short period after your main hand swapped out of Fire and also regen your heath over in this period.

      o Damage increase per stack: 1 %o Burning duration increase per stack: 2%o Lingering duration: 3so Regen heath percentage over time per stack: 1.5% of max heathNote: Total is 22.5% max helth percentage recovery over 3s with max 15 stacks of Fire. Healing done is not affected by healing effectiness or healing power.

  • Major grandmaster:

    • Persisting Flame (refunction): Executing blast finishers on Fire fields grant Fury and Resistance to you and your allies around. Your Fire fields last longer. Create Lava Field when you go down.

      o Resistance duration: 2so Fury duration: 7so Number of targets: 6 (yourself and other 5 allies)o Fire fields duration increase: 2so Lava Field: Make a lava field whenever you go down, last and move along with you to your downstate location as long as you’re in downstate. Deal damage foes who step in. Field duration: as long as downstateNote: Field duration lingers more 2s when downstate ended because of the bonus of increasing fire fields’ duration of this trait.
       Damage: 266 (1.0) Damage interval: 1s Number of targets: 5 Radius: 180 Combo field: Fire

    • Burning Precision (refunction): Apply Burning whenever succeed a critical hit or a ripping boons on foes.

      o Stacks of Burning: 1o Burning duration: 3sNote: If hit has both functions of critical hit and ripping boons, trait will apply Burning for each function of critical hit and ripping boons.

    • Pyromancer's Puissance (New functions): Your Fire weapon skills inflict foes’ current health on hit based on stacks of Fire you had. Stacks of Fire also grant several stacks of Might for a period when your main hand swapping out of Fire.

      o Percentage of current health removed per stack: 1%Note:Only work on PlayersFire weapon skills will inflict health by 0% if you don’t have any stacks of Fire. (As your main hand has other elements’ skills and your off-hand has Fire weapon skills but your stacks of Fire effect has expired as weaver)Damage dealt is not affected by damage boosts or armorDamage cannot critically hitDamage inflicted will be shown as a smaller floating number above the attack's damage number, but it won't always show up in combat logs; when it does, it's marked as [HP Removed]o Stacks of Might per stack: 1o Might duration: 12s (on PvP and WvW) or 20s (on PvE)

4. Water Trait line

  • Minor adept:

    • Soothing Mist (refunction): Regularly veil you with Soothing Mist effect for short period which pulses healing waves to yourself and nearby allies whenever equipped Water trait line. Soothing Mist effect will grant barrier on full heath instead of healing.

      o Healing & Barrier (x4): 220 (2.5) separate 0.25s per wave.o Number of Targets: 6 (Yourself and other 5 allies)o Radius: 600o ICD: 8so Soothing Mist is only trigered in combatNote: Add UI icon on your screen to notify Soothing Mist’s ICD when equipped Water trait line.

  • Major adept:

    • Eclipse Sonata: New trait (Powerful Aura trait icon): Chill and Blind enermies around you while your main hand attuning to water.

      o Number of Targets: 5o Chill duraion: 3so Blind duration: 3so Radius: 240

    • Invigorating Cantrips: New trait (Cleansing Wave icon): Add ammo to all Cantrips but increase their base cooldown timer. Gain Regeneration for a short period after finishing a cantrip.

      o Max ammo count: 2o Cooldown timer per ammo use: 3so Base Cantrips’ cooldown timer increase: 40%o Regeneration duration: 5s

    • Aquamancer's Wisdom: New Trait (Aquamancer's Training trait icon): Using water weapon skills (including the auto attack) recharge your healing skill slot by a little time. Also grant to yourself Healing power bonus by multiple the amount of that skill cooldown timer for a short period.

      o Recharge reduced time per water weapon skill used: 1.5so Aquamancer’s Wisdom effect: grant Healing power bonus by 300% of used water skill’s CD Max bonus stack: 500 Duration: 3sNote: Duration will be refreshed when applying new stack. Therefore, the water auto attack grants 0 healing power bonus stack but still refresh the duration.

  • Minor master:

    • Healing Ripple (refucntion): Heal nearby allies when your main hand attuning to Water. Increase duration of your outgoing Regeneration based on stacks of Water you had.

      o Healing: 1,302 (1.0)o Number of targets: 5o Radius: 240o Outgoing Regeneration duration increase per stack: 3%

  • Major master:

    • Soothing Tears: New trait (Stop, Drop, and Roll trait icon): Recharge Soothing Mist for yourself by a small time when applied an aura. Also grant Regeneration to you and your allies you grant auras to.

      o Recharge reduced time: 3so Regeneration duration: 5s

    • Rain Dance: New trait (Soothing Disruption trait icon): Increase your healing output from executing blast finishers on Water field. Create Rain Dance at your location when your main hand attuning to Water.

      o Healing output increase: 50%.o Rain Dance: Call down a rain that dance at your location, create large water field that pulse Regeneration to your allies. (total 3 pulses) Rain and water field duration: 6s Regeneration duration: 2s Pulse interval: 2s Rain and water field radius: 480 Number of Targets per pulse: 10 Cooldown time: 8s.

    • Frost Piercing: New trait (Piercing Shards trait icon): Deal increasing damage on targets who under endurance threshold. Inflict Vulnerability and Torment on chilled targets when hit while your main hand attuend to Water.

      o Damage increase: 10%o Endurance threshold: 15o Stacks of Torment: 3o Torment duration: 1s

  • Minor grandmaster:

    • Aquatic Benevolence (New functions): Passively increase your healing effectiveness when your health is above the threshold. Grant barrier to you and your allies around when your main hand swapping out of Water.

      o Healing effectiness increase: 20%o Heath threshold: 60%o Barrier granted per stack of Water: 145 (0.36)o Number of targets: 4 (yourself and 3 other allies)o Radius: 240

  • Maior grandmaster:

    • Cleasing Water (refunction): Reduce duration of all current conditions on yourself or allies you grant Regeneration to. Remove conditions from nearby allies when your main hand attuning to water.

      o Duration reduction rate: 20%o Conditions removed: 1o Number of targets: 5o Radius: 240

    • Frostbite: New trait ( Soothing Ice trait icon): Remove endurance on chilled targets when hit them. Extend Chilling on hitting chilled targets by re-applying Chilling while your main hand attuned to Water.

      o Endurance remove: 20o Chill duration: 1s

    • Soothing Power (New functions): Increase healing effect of Soothing Mist and Massive Soothing Mist. Enhance these mist to inflict Slow to foes when they’re triggered. Active Massive Soothing Mist whenever using a healling skill.

      o Healing effect increase: 30%.o Slow duration: 2so Number of foes: 5o Massive Soothing Mist: Grant a burst heal to you and your allies around.• Healing: 550 (2.5)• Number of allies: 6 (Yourself and other 5 allies)• Radius: 600Note: Add visual surround you when Massive Soothing Mist was triggered

5. Air Trait line

  • Minor adept:

    • Zephyr's Speed (New functions): Boost yourself with Zephyr’s power which regularly grants Swiftness whenever equipped Air trait line. Also increase incoming Swiftness duration you receive based on stacks of Air you had.

      o Swiftness apllicant inteval: 8so Swiftness duration: 3so Incoming Swiftness duration increase per stack: 2%

  • Major adept:

    • Zephyr's Boon (refunction): Grant Fury and Quickness to you and your allies you grant auras to.

      o Fury duration: 4so Quickness duration: 2s

    • Stormsoul: Adjust number: Deal increased damage to disabled foes. Outgoing stun effect duration increased.

      o Damage Increase: 6%Note: Disables include stun, daze, knockback, pull, knockdown, sink, float, launch, taunt, and fearo Outgoing stun effect duration increase: 30%

    • Ferocious Winds (New functions): Gain Fury whenever receive Swiftness or Superspeed. Gain Ferocity while under the effects of Fury.

      o Fury duration: 1.5so Ferocity: +240

  • Minor master:

    • Electric Discharge: Adjust damage: Strike your target with a bolt of lightning when one of your hands attuning to Air.

      o Damage: 93 (0.35)o Stacks of Vulnerbility: 1o Vulnerbility duration: 8so This skill’s critical damage increase: 105%o Number of targets: 1o Radius: 900Note: Electric Discharge strikes the targeted foe within a radius of 900 while doing nothing without a target.

  • Major master:

    • Lightning Rod: Adjust damage: Cast Lightning Rod when you disable a foe.

      o Lightning Rod: Call down lightning on a disabled foe. Damage and weaken them. Damage: 150 (1.5) Weakness duration: 4sNote: Disables include stun, daze, knock back, pull, knock down, sink, float, launch, taunt, and fear

    • Charging Impulse: New trait (Inscription trait icon): Using a skill (including the auto attack) gain stacks of Air while your main hand attuned to Air. After reaching maximum 15 stacks of Air, gain Barrier and Fury whenever you delivery a crittical hit.

      o Stacks of Air gain per skill used: 1o Barrier gain: 150 (0.1)o Fury duration: 2s

    • One with Air (refunction): Gain Superspeed when one of your hands attuning to Air. Superspeed grants more action speed to you.

      o Trait Superspeed duration: 3so Superspeed effect bonus when on you: +20% action speedNote: This bonus action speed stacks with other increasing action speed scources.

  • Minor grandmaster:

    • Raging Storm (New functions): Gain Fury for a period based on stacks of Air you had when your main hand swapping out of Air. Gain increasing damage on barrier foes while under the effects of Fury.

      o Damage on barrier foes increased: 20%o Fury duration gain per stack of Air: 1s

  • Maior grandmaster:

    • Fresh Air: (No change): Recharge Air attunement on a critical hit. Gain a Ferocity boost when your main hand attuning to Air.

      o Fresh Air (5s): +250 Ferocityo Recharge reduced rate: 100%

    • Aeromancer's Training (New functions): Gain more Ferocity bonus based on stacks of Air you had. Recharge all weapon skills by a small rate base on stacks of Air you had when critical hit.

      o Gaining Ferocity increased per stack of Air: +16o Recharge reduced rate per stack of Air when critical hit: 1%

    • Ligtning Shock: New trait (Bolt to the Heart trait icon): Mini-Stun your targets and dispel their boon when you strike a crittical hit.

      o Stun duration: 0.5so Boons removed: 1o Trait ICD: 4s

6. Earth Trait line

  • Minor adept:

    • Stone Flesh: (New functions): Sharpen body with strength of Earth whenever equipped Earth trait line. Reduce incoming conditions' duration.

      o Incoming conditions' duration reduced: 15%

  • Major adept:

    • Written in Stone: (refunction): Maintain the passive effects of signets when you activate them. Gain barrier when activate them.

      o Barrier: 2,000 (0.1)o Maintain the passive effects of signets when you activated

    • Geomancer's Defense: (New functions): Gain quickly more several stacks of Earth and grant Magnetic Aura to you and nearby allies when your main hand attuning to Earth.

      o Stacks of Earth gain: +3o Trait Magnetic Aura duration: 3so Number of targets: 6 (Yourself and other 5 allies)o Radius: 240

    • Stone Heart (refunction): You cannot be critically hit while your main hand attuned to Earth.

      o Stone Heart: You cannot be critically hit while your main hand attuned to Earth

  • Minor master:

    • Earthen Blast (refuction): Damage and cripple nearby foes when your main hand attuning to Earth. Inflict nearby foes with several stacks of Bleed based on stacks of Earth you had when your main hand swapping out of Earth.

      o Damage: 80 (0.36)o Cannot critical hito Cripple duration: 3so Stacks of Bleed per stack of Earth: 1o Bleeds duration: 2so Number of targets: 3o Radius: 240

  • Major master:

    • Rock Solid (refunction): Grant Stability to you and nearby allies when your main hand attuning to Earth. Recharge Earth attunement when you struck.

      o Stacks of Stability: 1o Stability duration: 5so Number of targets: 6 (Yourself and other 5 allies)o Radius: 360o Attunement recharge reduced rate: 50%

    • Geomancer's Fortune: New trait (Geomancer's Traning trait icon): All earth weapon skills have their own chance to grant Barrier and Regeneration to allies upon cast.

      o Chance base on the cooldown timer of earth skill: (15 + 1.5 x Cooldown timer of that skill)/100o Barrier: 550 (0.8)o Regeneration duration: 3so Number of allies: 4 (Yourself and 3 other allies)o Radius: 360

    • Serrated Fencing: New trait (Serrated Stones trait icon): Inflict foe who attacking you in close range several stacks of Bleed. Inflict more Bleeds based on stacks of Earth you had.

      o Stacks of Bleed: 3o Stacks of Bleed increased per stack of Earth: +1o Bleeds duration: 1so Range threshold: 360

  • Minor grandmaster:

    • Elemental Shield: Adjust number: Grant Protection when applying an aura to yourself or an ally.

      o Protection duration: 3s

  • Maior grandmaster:

    • Leeching Edges: New trait (Earth’s Embrace trait icon): Recover health by percentage of your Toughness base on stacks of Earth you had when hit bleeding foes. Your Bleeds you apply last longer.

      o Health recovered by percentage of your Toughness per stack of Earth: 10%Note:Total is 150% of your Toughness converted to regen your health with max 15 stacks of EarthHealth gained is not affected by any healing boosts.o Bleeds duration increased: +1s

    • Diamond Skin: (New functions): Barrier you receive get more amount.

      o Amount of incoming barrier increased: 80%

    • Magnetic of Earth: New trait (Strength of Stone): Draw a random boon from nearby foes to you when your main hand attuning to Earth. Pass your conditions to your target when your main hand swapping out of Earth.

      o Boon transferred: 1 for each foeo Number of foes: 5o Radius: 600o Conditions transferred: 3o Range: 900Note: Magnetic of Earth strikes the targeted foe within a radius of 900 while doing nothing without a target.

6.Tempest Spec

  • GeneralAdd F5 mechanic as Shout type: named “Tempest!”Tempests imbue themselves with powerful elemental blessing sound in their voice then release it with a shout as “Tempest!” Stunbreak for themselves and transmute all elemental auras they had. Each auras dotonated reduce this skill cooldown by 5s.

    o Cooldown: 35s Each elemental aura is transmuted by this skill will reduce it’s cooldown by 5s.o No animationo Break stun upon casto Transmute all elemental auras you hadNote: Elemental auras: Fire Aura, Frost Aura, Discharge Aura, Magnetic Aura

     

  • Shout type SkillsAdjust some Shout skills, make all of Shout utilities have no animation to allow using them even you’re under controlling effect. Therefore:

    • “Feel the Burn!” reduce its CD to 20s and its CD stays the same as in all gamemode. The other effects remain as the current. No animation.This Shout is weak so it need shorter CD to make it more useful.
    • “Flash Freeze!” increase its CD to 35s and its CD stays the same as in all gamemode. Hence add a effect to match with its increasing CD: reveal foes it hit for 3s. The other effects remain as the current. No animation.This Shout is only utinility that help Elementalist and their allies to gain Frost Aura which got big unique buff so it needed increasing its CD.
    • “Aftershock!” its CD (35s) stays the same as in all gamemode. The other effects remain as the current. No animation.
    • “Eye of the Storm!” increase its CD to 55s and its CD stays the same as in all gamemode. Hence add a effect to match with its increasing CD: also daze foes in it’s radius for 1s. The other effects remain as the current. No animation.Because of effect change of Gale Song trait listed as below which make this Shout strong in niche use so it needed increasing it’s CD.
    • “Rebound” increase its CD to 90s and its CD stays the same as in all gamemode. Rework its function as below:

       The bearer who has already had this shout effect will expire the previous naturally first when applying new one. Remove the function which gain aura based on your current attunement when “Rebound!” expire naturally and replace it as follow: Now gain all elemental auras when “Rebound!” expire naturally. Now when it take lethal damage it also removes all conditons on the bearer. Each allies is save from leathal damage by your “Rebound!” will decrease CD of your “Rebound!” by 5s Increase its healing coefficient from 1.5 to 3.0. The other effects remain as the current.

  • Tempest trait line

    • Minor adept:
    • Singularity: Adjust functions: Attain elemental singularity by remaining in an attunement for a period of time. Upon attaining singularity, you may overload the attunement to your vicinity.

      o Starting Overloading gain 1 stacks of Stability for 4s.

    • Major adept:
    • Tempestuous Aria: (No change): Shouts have increased targets, grant affected allies might, and inflict affected enemies with weakness.

      o Might duration: 10so Weakness duration: 3so Number of target increased: +5o Range: 600Note: Does not activate multiple times on shouts such as: "Wash the Pain Away!" and "Feel the Burn!.

    • Lingering Aura: New trait (Latent Stamina trait icon): Tranmute your auras will re-apply those kinds of auras to you again.

      o Re-applied auras duration: 4sNote:If multiple elemental auras are tranmuted by the same time (such as with “Tempest!”) they will all be re-applied by the same time.Combine with One with Fire trait you will be re-applied 13s Fire Aura among with 4s of 3 other elemental auras when detonate all 4 elemantal auras.

    • Unstable Conduit: (Adjust functions): Starting Overloading an attument grant to you an aura base on the element you attuned. Gain Blur effect for 1.5s when complete an Overloading.

      o Auras duration: 4so Blur effect duration: 1.5s

    • Minor master:
    • Speedy Conduit: (Adjust functions): Gain Swiftness for yourself when start overloading an attunment. Grant Quickness to you and your allies around for 1.5s when complete an Overloading.

      o Swiftness duration: 8so Quickness duration: 1.5so Number of target: 5o Radius: 600

    • Major master:
    • Gale Song: (New functions): “Eyes of the Storm!” now grants allies it affected Impulse Aura. Each allies’ break stun suceeded reduce its CD. Also using other Shout type skills reduce the its CD.

      o Impulse Aura duration: 3so CD reduced on each succeded break stun: 3so CD reduced on using an other shout: 3s

    • Smootheing Aura: New trait (Lucid Singularity trait icon): Applying auras to allies removes conditions, and transmuting auras removes conditions from nearby allies.

      o Removal upon each aura application: 1o Removal upon each aura detonation: 2Note: Remove totally 8 conditions If multiple elemental auras are dotonated by the same time (such as with “Tempest!”)

    • Harmonious Conduit (refunction): Remove and gain massive resistance to movement-impeding conditions while overloading your attunement. Upon successfully completing an overload, grant increased damage to you an neaby allies for a period of time.

      o Movement-impeding conditions: Cripple, Chill, Immobizeo Incoming movement-impeding conditions reduced: 100%o Harmonious Conduit (4s): 10% damageo Number of target: 6 (Yourself and 5 other allies)o Radius: 600

    • Minor grandmaster:
    • Hardy Conduit: (Adjust functions): Gain Protection while overloading an attunement. Grant Proctection to you and nearny allies upon successfully completing an overload. Protection has increased effectiveness on you.

      o Protection duration upon starting overloading: 2so Protection duration upon successfully completing an overload: 3so Number of target: 6 (Yourself and 5 other allies)o Radius: 600o Effectiveness increased: 20%

    • Major grandmaster:
    • Imbued Melodies (New functions): Gain increased Concentration when equipped a warhorn. Now all warhorn weapon skills are considered as Shout type skill.

      o Concentration bonus gain: 300Note: When you equipped warhorn, you pernament gain 300 bonus of Concentration. Hence you still get that bonus when wielding enviroment kites.

    • Powerful Aura: (Invigorating Torrents trait icon): Your incoming auras’ duration is increased. Any aura you grant yourself is granted to nearby allies.

      o Incoming Auras’ duration increased: 50%o Number of allies: 5o Radius: 600

    • Elemental Bastion (refunction): Auras you apply heal allies and grant Vigor.

      o Healing: 1.050 (1.5)o Vigor duarion: 5s

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Wow, you really put in some effort. Thanks for that!

I didn't read through everything, but some ideas are rather appealing (making cleanses for tempest independant from water, tempest aura focussed), others not so much (tempest needs no F5). Some are also a little overpowered, but I guess you wanted to overexaggerate (80% barrier increase).

Maybe I will read a little more, but honestly, I fear it's too much for mee and for Anet as well. :tongue:

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@Megametzler.5729 said:Wow, you really put in some effort. Thanks for that!

I didn't read through everything, but some ideas are rather appealing (making cleanses for tempest independant from water, tempest aura focussed), others not so much (tempest needs no F5). Some are also a little overpowered, but I guess you wanted to overexaggerate (80% barrier increase).

Maybe I will read a little more, but honestly, I fear it's too much for mee and for Anet as well. :tongue:

Thanks for your comment. Yea, I focus cleansing and healing on auramancer line and also increase on other line as overloading or shouts, want to make Tempest able to be more offensive or defensive.I guess some rework trait are too overpowered by their own and some are more overpowered when combine with others but (hope) if anet make them come real, they can just adjust them to balance. As you fear, I afraid it not because of much resources but little rewards for Anet.

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Some very cool ideas and I like how you widen the scope of each Attunement. Gotta agree on some of them being overtuned (not only number-wise but also too many situational proccs).

One note on the Fire Aura: Don't create different functionalities among effects that should work the same. It's confusing and creates balancing issues. Either all Auras should stack or none. Same for ICDs.

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@Xaylin.1860 said:Some very cool ideas and I like how you widen the scope of each Attunement. Gotta agree on some of them being overtuned (not only number-wise but also too many situational proccs).

One note on the Fire Aura: Don't create different functionalities among effects that should work the same. It's confusing and creates balancing issues. Either all Auras should stack or none. Same for ICDs.

Thanks for your comments. I wanted to make each aura unique different from each other. But i think your opinions right . Maybe they just needed tweaking numbers of their current functions and able to stack.duration.

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