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Core Ele buffs


Mem no Fushia.7604

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Buff Core ele without buffing elite specializations. Add to skills, utilities, elites and trait codition: "if elite specialization not equiped skill, utility, elite or trait have increased efficiency".

Examples:

Staff ele: fire 3 - increase radious from 240 to 600. Add third stack of burning.

water 4 - enemies slide (there is mechanic of slide in game). Make slide new control effect that works even if enemy have stability.

air 2 - increase radious from 180 to 360. If enemy have already blind damage is increased by 25%

earth 2 - make cripple and a little damage proc every 1/4s before eruption

earth 5 - press second time to teleport to procjetile

Scepter ele: fire 2 and 3 - swap cooldwons

earth 2 - increase thoughness to 500, hurl still have 5 projectiles, but bleed stacks increase from 1 to 2 per projectile.

earth 3 - rename to Dust Angel. Make it ground target. For 3 seconds make dust creature (that can't move) that cripples and blind enemies. Press second time to make it burst and teleport to its loaction.

 

New elite specialization for thief Specter have targeting allies and enemies if I'm not wrong. Ele could have same treatment on staff water 1, conjure frost bow 1 if we could have "heat seeking" projectiles for those two it would be good.

Edited by Mem no Fushia.7604
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8 hours ago, Mem no Fushia.7604 said:

Buff Core ele without buffing elite specializations. Add to skills, utilities, elites and trait codition: "if elite specialization not equiped skill, utility, elite or trait have increased efficiency".

Examples:

Staff ele: fire 3 - increase radious from 240 to 600. Add third stack of burning.

water 4 - enemies slide (there is mechanic of slide in game). Make slide new control effect that works even if enemy have stability.

air 2 - increase radious from 180 to 360. If enemy have already blind damage is increased by 25%

earth 2 - make cripple and a little damage proc every 1/4s before eruption

earth 5 - press second time to teleport to procjetile

Scepter ele: fire 2 and 3 - swap cooldwons

earth 2 - increase thoughness to 500, hurl still have 5 projectiles, but bleed stacks increase from 1 to 2 per projectile.

earth 3 - rename to Dust Angel. Make it ground target. For 3 seconds make dust creature (that can't move) that cripples and blind enemies. Press second time to make it burst and teleport to its loaction.

 

New elite specialization for thief Specter have targeting allies and enemies if I'm not wrong. Ele could have same treatment on staff water 1, conjure frost bow 1 if we could have "heat seeking" projectiles for those two it would be good.

Staff

Most of these suggestions are too much. The Fire 3 is maybe the least invasive, but Staff isn't a condi weapon. The burn there is primarily to proc traits.

A CC effect that involuntarily moves a character and stab doesn't prevent it is too strong. Keep in mind that Water 4 is also instant cast and very easy to drop on a group.

Air 2 doesn't need anymore damage, it's already one of the hardest hitting abilities on staff with a 1.44/0.91 coefficient. For reference Ice Spike 1.5/0.91, Eruption 1.5/1.25 and Meteor Shower is 1.6/1.1. Revenant CoR in PvE/WvW/PvP is 1.75/1.15/1.5. Even the range increase is huge if you consider how groups typically stack.

Earth 5 why does staff need a teleport into combat/melee range? 

Earth 2, as mentioned above, already has a ton of damage and staff doesn't need any more CC. Remember that Earth 1 applies weakness, Earth 3 reflects projectiles (and if you're mindful, you can use it to reflect high impact projectiles), Earth 4 is hard CC/knockdown, and Earth 5 is immobilize. 

Water 1 suggestion is good.

 

Scepter

Fire 2 is low CD, high damage because it is very unlikely to hit without setup. The low cd prevents you from getting punished too heavily when your setup is down. Fun fact, Fire 2 is a 2.25/2.0 coefficient

Fire 3 is a hell of an ability. You get Vigor. It is unblockable. Removes 1 condition. Then you can get THREE hits with it. 0.75/0.4 coef for the passthrough hits x2 and then the 1.7/1.5 coef on the explosion. 

Earth 2 is so/so on the toughness/bleeds. Scepter is a great burst weapon.

Earth 3 increases the reliability of landing the above abilities. Scepter doesn't need additional mobility (Run dagger offhand if you want some).

 

 

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