My some ideas to rework Water trait line. — Guild Wars 2 Forums

My some ideas to rework Water trait line.

I'm rarely post on forum because of my bad English. But I love giving my ideas to revamp Elementalist (my class I've been only playing) especially water trait. So this is my ideas as below. Sorry for my bad english.

Attunement
Remaining your main hand which attuned to an element grants to you benefit of that element as follow:
Fire: Every second after attuned to this element grants to you a stack of Fire element. Grant max 15 stacks (spend 15s in Fire). Each stack of Fire grants 10 bonus point of Power and Condition damage.
Water: Every second after attuned to this element grants to you a stack of Water element. Grant max 15 stacks (spend 15s in Water). Each stack of Water grants 10 bonus point of Healing power and Concentration.
Air: Every second after attuned to this element grants to you a stack of Air element. Grant max 15 stacks (spend 15s in Air). Each stack of Air grants 10 bonus point of Precision and Ferocity.
Earth: Every second after attuned to this element grants to you a stack of Earth element. Grant max 15 stacks (spend 15s in Earth). Each stack of Earth grants 10 bonus point of Toughness and Expertise.

Water Attunement

Skill: Trait
• Add another version of Healing Rain called Rain Dance to match with Rain Dance trait as follow:
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

Skill: Cantrips
Adjust cantrips to make them more use.
• Armor of Earth:
Grant the effect upon cast which pulses Stunbreak, Stability and Protection. (total 4 pulses)
o Activation time: None
o Underwater use: Yes
o Amor of Earth duration: 4s
o Pulse interval: 1s
o Stability stacks and duration: 1 stack and 1s
o Protection duration: 1s
o Stunbreak per pulse.
o Cooldown time: 60s
• Lightning Flash:
Blink to the target location and deal moderate damage to enermies there.
o Activation time: None
o Underwater use: Yes
o Blink distance: 900
o Damage 519 (1.65)
o Damage radius: 120
o Number of targets: 5
o Cooldown time: 40s
• Mist Form:
Transform to Mist form that help you stunbreak and invulnerable, increase your movement-speed, and pulse Chill to enermies around. (total 5 pulses)
o Activation time: None
o Underwater use: Yes
o Mist form and invulnerability duration: 2.5s
o Movement-speed increase: 66%
o Pulse chill interval: 0.5s
o Pulse chill radius: 150
o Number of targets per pulses: 5
o Stunbreak upon cast
o Cooldowntime: 60s
• Cleansing Fire:
Cast a holy fire that cure yours and your around allies’ conditions. Also burn enermies around.
o Activation time: None
o Underwater use: Yes
o Burning stack and duration: 2 stacks and 6s
o Conditions removed: 5
o Number of targets: 5
o Radius: 300
o Cooldowntime: 40s

Water Trait line
Minor adept:
• Soothing Mist refunction:
Whenever Elementalists equipped Water trait line, empower themselves by Soothing Mist which is regularly trigered to grant heal to them and their allies around.
o Healing: 500 (1.55)
o Number of Targets: 6 targets (Yourself and other 5 allies).
o Radius: 600. ICD: 6s.
o Soothing Mist is only trigered in combat.
o Add another version called Massive Soothing Mist: It has no CD.
o Add visual surround you when Soothing Mist or Massive Soothing Mist was triggered (maybe look like the visual of “Wash the pain away”).
o 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):
Apply Chill and Slow to enermies around while your main hand attuning to water.
o Number of Targets: 5 targets. Radius: 600. ICD: 8s
o Chill duraion: 3s. Slow duration: 3s.
• Invigorating Cantrips: New trait (Cleansing Wave icon):
Add ammo to all Cantrips but increase their base cooldown time. Gain Frost aura after finishing a cantrip.
o Max ammo count: 2 counts. CD per ammo use: 5s.
o Base Cantrips’ CD increasing: 40%.
o Frost aura duration: 4s.
• Aquamancer's Training refunction:
Finish a water weapon skill (including the A.A) recharge all water weapon skills by a little rate. Also grant to yourself Healing power bonus by the amount of that skill cooldown time and last for as long as you attuned to Water.
o Recharge rate: 10%
o Healing power bonus: 500% of CD.
o Max stack bonus: 999 max.
o Expiration: when swap out Water attunement.
Minor master:
• Healing Ripple refucntion:
Heal nearby allies and recharge Soothing Mist by little time when attuning to water
o Healing: 1,302 (1.0)
o Recharge time: 1s.
o Note: This effect will not be triggered when off-hand attuning to the water.
Major master:
• Soothing Tears: New trait (Stop, Drop, and Roll trait icon):
Recharge Soothing Mist by a small time and gain for yourself Regeneration for each aura you applied.
o Recharge time: 2s
o Regeneration duration: 2s
• Rain Dance: New trait (Soothing Disruption trait icon)
Increase your healing output from executing blast finishers on Water field. Attuning to water also creates a Rain that dances in your location.
o Healing output increase: 100%.
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.
• Frostbite: New trait ( Soothing Ice trait icon):
o Remove 20 point endurance on chilled targets when hit them.
o When attuned to water, hitting chilled targets will extend Chill duration on them by applying 1s Chill.
Minor grandmaster:
• Aquatic Benevolence refunction:
o Your healing effectiveness is increased by 20% (double when main hand attuned to water) when your health is above the threshold (40%).
Maior grandmaster:
• Cleasing Water: refunction:
Reduce duration of all current conditions on allies you grant Regeneration to.
o Duration reducing rate: 40%
• Frost Piercing: New trait (Piercing Shards trait icon):
o Deal increasing damage on targets who has endurance reach the threshold (50 point or below) by 10%.
o Deal increasing damage on targets who under Vulnerability by 10% in PvE or 5% in PvP.
o when attuned to water, hitting chilled targets will also inflict Vulnerability on them for 3s.
• Soothing Power refunction:
o Healing effect of Soothing Mist and Massive Soothing Mist is increased by 40%.
o Soothing Mist and Massive Soothing Mist also apply Slow to foes around for 1s when triggered. Max 5 targets, 600 radius.
o Whenever using a healling skill will trigger Massive Soothing Mist.
 Massive Soothing Mist: Grant a burst heal to you and your allies around. Max 5 allies, 600 radius.
• Healing base (at lv 80) is 500 and its coefficient is 1.75.

Comments

  • Here is my Tempest rework
    Tempest Spec
    General
    • Add F5 mechanic as Shout type: Explosive Tranmutation
    o Tempests activate this mechanic to tranmute all their current auras and all of other 5 random allies’ current auras (prefer to select 5 nearest allies who under auras). Max 5 allies, 35s CD, no animation, break stun upon cast. Characters will shout “Tempest”out upon cast
    Skill
    • Reduce CD of all Shout skill, make all of them have no animation to allow use them even you’re under controlling effect and make almost of them have tranmute aura sub-skills as Shout type. Therefore:
    o “Feel the Burn!” reduce CD to 15s. Its sub-skill named “Feel hot?” with 15s CD, no animation.
    o “Flash Freeze!” reduce CD to 20s, also apply Reveal for 2s to targets it affected and make this skill no animation. Its sub-skill named “Healing Freeze!” with 20s CD, no animation
    o “Aftershock!” reduce CD to 30s and make this skill no animation. Its sub-skill named “Magnetic shock!” with 30s CD, no animation.
    o “Eye of the Storm!” reduce CD to 25s.
    • Buff Auras to make them more impact:
    o Fire aura: Because Elementalist easily gain this aura (with Fire trait line), so just increase duration of burnings applied by this aura by 2s per struck.
    o Ice aura: remove the ICD per attacker
    o Shocking aura: reduce stun duration that applied by this aura to 1s, reduce the ICD per attacker to 1s.
    o Magnetic aura: no change but increase the sources (mostly in Earth trait line) that help Elementalist easily gain this aura.
    • Harmonious Conduit effect refunction:
    o Increase all stat by 10% in period duration.
    • Add Invigorating Torrents effect (5s duration): Apply barrier the amount by 3% of targets’ max HP (decay for 5s) and recoil damage to enermies who dare to damage you (work on direct damage sources and condi damage tick sources). Barrier applied by this effect does not have coefficient with targets’ Healing power but the recoil damage of this effect has coefficient with targets’ Toughness (Coefficient is 0.3). Stack identify, max 10 stacks, each stack pulse barrier and recoil damage by its own each time get damage with ICD 1s.
    Tempest trait line
    Minor adept:
    • Singularity add more a function:
    o Starting Overloading gain 1 stacks of Stability for 4s.
    Major adept:.
    • Tempestuous Aria: Adjust functions:
    o Allies affected by your Shouts gain 2 stacks of Might for 10s. Enemies affected by your Shouts applied Weakness for 2s and Cripple for 1s.
     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):
    o Tranmute your auras will re-apply those kinds of auras to you again for 4s.
     If multiple auras are tranmuted by the same time (such as with Explosive Tranmutation) they will all be re-applied by the same time.
    • Unstable Conduit: Adjust functions:
    o Starting Overloading an attument grant to you an aura for 4s base on the element you attuned.
    o Gain Blur effect for 1.5s when complete an Overloading.
    Minor master:
    • Speedy Conduit: Add more a function:
    o Also grant Quickness to you and your allies around for 1.5s when complete an Overloading. Max 5 allies, 600 radius.
    Major master:
    • Gale Songs New trait (Gale Song trait icon ):
    o Whenever using any Shouts you gain for yourself Shocking aura for 2s.
    o Your actions do more 33% faster while under Shocking aura effect.
    • Smootheing Aura (Lucid Singularity trait icon)
    o Smoothering Aura function from Fire trait line.
    • Harmonious Conduit refunction:
    o Starting Overloading an attument remove movement-impeding conditions.
    o Gain massive movement-impeding condition duration reduction by 100% while overloading your attunements
    o Grants Harmonious Conduit effect for 4s to you and your allies around when Overloading is completed. Max 5 allies, 600 radius.
     Harmonious Conduit effect: Increase all stat by 10% in period duration.
    Minor grandmaster:
    • Hardy Conduit: Add more a function:
    o Merge a function of Elemental Bastion: Auras you apply heal allies (Healing base is 522 at lv 80 and and its coefficient is 0.55).
    Major grandmaster:
    • Imbued Melodies refunctions:
    o Gain increased Concentration by 300 when wielding a warhorn.
    o Now all warhorn weapon skill considered as Shouts.
    • Invigorating Torrents refunction:
    o Grant Invigorating Torrents effect per 1s to you and your allies around while overloading your attunements. Max 5 allies, 600 radius.
     Invigorating Torrents effect (5s duration): Apply barrier the amount by 3% of targets’ max HP (decay for 5s) and recoil damage to enermies who dare to damage you (work on direct damage sources and condi damage tick sources). Barrier applied by this effect does not have coefficient with targets’ Healing power but the recoil damage of this effect has coefficient with targets’ Toughness (Coefficient is 0.3). Stack identify, max 10 stacks, each stack pulse barrier and recoil damage by its own each time get damage with ICD 1s.
    o Grants 3 stack of Invigorating Torrents effect to you and your allies around when complete an Overloading. Max 5 allies, 600 radius
    • Elemental Bastion refunction:
    o Merge function of Powerful Aura from Water trait line: When you apply an aura to yourself, grant that aura to all nearby allies as well. Max 10 allies share in 600 radius
    o Gain random an elemental aura for 4s when get struck (8s ICD)

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