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Aky.2095

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Everything posted by Aky.2095

  1. Suggestion: Make attunement swap traits a core mechanic of elementalists (in base game traits, Fire/Water/Earth/Air/Arcane)Reduce base damage/heal/duration of attunement swap effects by 50%Replace current attunement swap traits with a 100% boost of the core mechanicExample: Water always heals the base amount, but with water traits it heals 100% more (Healing Ripple)Fire swap always damages nearby foes and creates an aura, but with fire traits it will be 100% more damage/duration (Sunspot)Air always causes a bolt of lightning, but with air traits it will deal 100% more damage (Electric Dicharge)Earth always cripples and damage nearby foes, but with earth traits it will be 100% longer duration/damage (Earthen Blast)Arcane always provides a self-boon at base duration, but with arcane traits it will be AoE and 100% longer duration (Elemental Attunement)This will help achieving: Getting at least 50% of an attunement's swap effect even if you didn't spec the specific trait lineMore build flexibility because some of these trait lines will be less of a requirement and allow more room for experimenting with less popular trait linesI've been a long time Elementalist player since GW1 (E/Me) and also Ele in GW2 since the first day back in 2012, good times. The elementalist used to be a nuking class, just like sorcerers/mages in other games, and I believe it has been reduced to a wet-noodle-damage bunker in sPvP because the high damage variants are not actually viable in higher tiers of sPvP play (although I can have a good time in unranked), unlike GW1 or other PvP games where the mage classes do just fine on the damage department, even in higher levels of PvP. While this suggestion does not aggressively push damage numbers to the top or asks for damage buffs on nuking skills, I believe it improves the overall state of elementalist by allowing a little more variance in trait lines and opens up the way to experimenting with different element traits in sPvP.
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