User:Raine Valen/Mass Balance/Elementalist/Skills

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Make attunements active and require skill to use[edit]

  • Current
    • %s Attunement: 10e 2s 45r "For 36...55..60 seconds you gain 30% of cost of skills plus 1 in %s whenever you use a skill from %s."
Issue 1
Keeps cost of some elementalist skills up. Sort of how Rangers get punished with 10 energy attacks for expertise, that's why they all use scythes and spears. Elementalists would probably be using mesmer and necro skills if elementalist skills weren't overpowered.
Issue 2
Passive but generous energy management without limit and requiring no additional attribute investment, requires no skill to use really. Promotes "buff + buff + spam spam spam builds"
Issue 3
Easily interrupted. Elementalists generally rely on attunements, so if it's interrupted, you are finished.
Issue 4
Because Elementalists are balanced so that they have to use attunements, they effectively have 7 skill slots.
Issue 5
Long recharge time makes them vulnerable to enchant removal.
In general
Make attunements weaker but harder to counter. Make elementalists without attunements viable.

Mallyx's Example suggestion[edit]

First, lower costs of balanced and underpowered elementalist skills and nerf the overpowered ones.

Attunement 1 Energy0 Activation time12 Recharge time "Stance. For 8 seconds your skills of that element give (current functionality) energy back but take 35...23...20% longer to recharge."

This addresses all of those problems. Elementalists now can decide if they want attunements or not since energy costs are lower. This attunement is active, not passive (4 seconds downtime) so you can't spam skills mindlessly 33% of the time. It's a stance, so it's immune to enchant removal and interruption. Being viable without attunement gives you an extra optional skill slot. The recharge is greatly decreased.96.233.10.68 12:33, 31 March 2009 (UTC)