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Balancing ideas for Elementalist (Just Weapons)


kybraga.7103

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Consider changes like this more of a way to nudge some variety over 'GAME CHANGING AND MAKING ELEMENTALIST GREAT AGAIN.' No. I just want to throw some fun ideas I think would add some more flavor to both fighting and playing Elementalist.

 

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Staff

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**Lava Font:**

* Unblockable.

 

**Flame Burst:**

* Now grants allies around you 2 stacks of Might for 5s per stack of Burning on the initial target. Maximum scaling of 5 stacks of Burning.

 

**Meteor Shower:**

* Shave 1s off the cast time.

 

**Frozen Ground:**

* Now has an additional effect of inflicting 2 stacks of Vulnerability for 6s if the foe is already inflicted with Chilled. Chilled now lasts 1s instead of 2s when inflicting Vulnerability.

* Renamed to Frostlands.

 

**Healing Rain:**

* Heals allies when removing a condition for 100(0.1) in PvE and WvW; 75(0.1) in PvP.

* Would also work with Cleansing Water to activate the cleanse heal.

 

**Transmute Earth:**

* Now grants allies Stability for 3s in addition to previous effects.

 

**Shock Wave:**

* Bleeding duration has been reduced to 10s and inflicts 2 stacks of Bleeding. Immobilize now lasts 1.5s instead of 2s. Now grants allies Stability for 3s it passes through.

* Stability does not apply to self.

 

**Pressure Blast:**

* Cast time reduced to .5s, healing and regeneration both apply to the explosion instead of pass-through. Healing is doubled if hitting an enemy.

 

**Monsoon:**

* Skill now counts as a Whirl Finisher.

 

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Dagger

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**Dragon's Claw:**

* Range increased to 600. Deals a minimum of 89 damage at maximum range, scaling up to double the damage at 130 range.

 

**Burning Speed:**

* Now grants you 1 stack of Might for 8s per enemy hit by the blast at the end of the cast.

 

**Vapor Blade:**

* Now heals allies on returning path for 56(0.04).

 

**Transmute Frost:**

* Now removes 1 condition in addition to previous effects.

 

**Shocking Aura:**

* Now only inflicts 1s of Daze instead of 1s of Stunned in PvP/WvW.

 

**Transmute Lightning:**

* Now inflicts 2s of Stunned instead of 1s Stunned in PvP/WvW. Recharge increased to 18s in PvP/WvW.

 

**Ring of Earth:**

* Grants Protection for 1s per enemy hit by the end frame. Recharge increased to 8s in PvP/WvW.

 

**Earthquake:**

* Knockdown lasts 3s in PvP/WvW.

 

**Katabatic Blast:**

* Power coefficient reduced to 0.01 instead of 0.88. Daze lasts 2s instead of 1.5s in PvP only.

 

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Scepter

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**Dragon's Tooth**:

* Now has a follow-up skill called Detonate Dragon's Tooth for the delay of the skill before landing.

 

**Detonate Dragon's Tooth:**

* This skill explodes inflicting Burning for 5s and Cripple for 3s per small projectile scattered in a 240 radius. 5 projectiles for very little damage, say about 30-50 damage each projectile.

 

**Dust Devil:**

* Inflicts 3 stacks of bleeding for 8s in PvE/WvW. Bleeding lasts 4s in PvP.

 

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Sword

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**Aqua Siphon:**

* Critically hitting this skill now doubles the healing.

 

**Call Lightning (Weaver):**

* Each lightning strike now inflicts 1 stack of Vulnerability for 4s.

 

**Rust Frenzy:**

* If the enemy has Vulnerability, the bleeding inflicted is doubled for each strike.

 

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Focus

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**Freezing Gust:**

* Now inflicts 3 stacks of Vulnerability for 4s if target is already Chilled. Chilled now lasts 2s instead of 3s when inflicting Vulnerability.

 

**Comet:**

* Power Coefficient reduced to 0.01 instead of 0.75 and Daze increased to 2.5s instead of 2 in PvP.

 

 

 

 

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