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IcyNight.2578

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  1. my opinion of ele trait lines would be focusing on 3 specific qualities of each element that can either helps dps, survival, or support and bolstering them to be very effective, usable by the attunement itself, and usable outside of the attunement. rather than all those raw damage modifiers that our traitlines have, i rather possess a myriad of effects that actually helps me fight and survive. auras can also use a boost and have their traits moved to tempest since they are barely noticeable in the core ele trait lines. other traits that annoy me are those like vulnerability in water where only scepter's shatterstone and i think a dagger 1 skill can cause, but water can't do any real amount of dps which makes it pointless. Fire burn (i like burning precision and i think it should have a version for every element)boon removalmight stackingWater chillfrostbite - ice DoT whenever you apply chillheal/cleansevigorAir criticalspushback/stunair skills being able to knock opponents back a little in order to maintain distancechance to stun if opponent is below a health threshold swiftness/superspeedEarth Bleedscripple/reflect/toughnessprotection/stabilityArcane arcane skill bonuses / effects that change depending on the specific attunementarcane skill bonuses / effects that change depending on the specific attunementcantrip/glyph/conjure/signet/elementalWeaver effects that change depending on the specific attunement combinations you have / double attunement bonusesbarriers/evadesboon gain depending on attunement^something like that, but not necessary these ideas. basic idea is just to have every attunement capable of handling multiple roles depending on what traits you get. right now, the only options are just to pick up as much dps you can or just get as much sustain as you can. no middle ground or alternative and our options kinda suck.
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