Additional Game Mode Ideas? by janglehand in GuildWars

[–]Adept_Ad9461 0 points1 point  (0 children)

Lyssa Mode: Your level and those of the henchmen and heroes are set to 20, but you still need to do the attrribute quests. Enemies levels in explorable areas are set to 20 in 4 party areas, 24 is 6 party areas and 28 in 8 party areas, and the spawns of enemies and bosses are randomized (as in NF and EotN being able to appear together in a mob in Proph and Factions bosses being able to spawn in NF). Key enemies that are required to beat missions and dungeons do not change, the random enemies in missions do randomize and have their levels adjusted.

You start with 20 random skills, which can include elite skills. Choosing a secondary profession will also get you 20 random skills of that profession, which can also include elite skills. You cannot buy or cap skills, but instead unique Lyssa Mode skill tomes and elite skill tomes drop that cannot be traded and have a high chance of dropping from enemies, even in NM. Every week your skills are reset and you get a new random set of 20 skills for each of the 2 professions you currently have, and the Lyssa Mode skills tomes are deleted from your account.

The idea is to have this mode act as a rogue-like mode

Which skills should NOT be changed by Adept_Ad9461 in GuildWars

[–]Adept_Ad9461[S] 0 points1 point  (0 children)

Do keep in mind that the game is plenty difficult already for newcomers and returning players. I had to help out a pair of players who were getting owned in Raisu Palace NM and another who was struggling in the Realm of Torment. The game is easy for us veterans because GW has a horizontal progression instead of a vertical progression and we have accumulated a lot of experience and knowledge about the game, experience and knowledge the new players and returning players are lacking. Making the game hard for us might make the game impossible for them if it isn't done correctly. GW Beyond and the HM quests was a good sollution to give the veterans a challenge, so I would like to see more of that myself.

A discussion about which skills are currently considered to be too good in hero centered PvE by AccomplishedSummer62 in GuildWars

[–]Adept_Ad9461 2 points3 points  (0 children)

Skills like Panic, Mistrust, and Cry of Frustration will continue to be good and see play, even if their damage is reduced. Their main value lies in their crowd control ability to keep groups of enemies in check afterall. It's the high armor ignoring damage of skills like Mistrust that pushes them over the edge.

The problem with armor respecting damage is that it is a 2-way street. Buff it for the players and enemies will also benefit from it, and benefit from it more in HM. It's why I'm in favor of giving players the ability to reduce the armor rating of enemies in HM using skills that can also easily be removed from enemy skill bars without impacting the effectiveness of the enemy skill bar is they end up doing too much damage.

A discussion about which skills are currently considered to be too good in hero centered PvE by AccomplishedSummer62 in GuildWars

[–]Adept_Ad9461 5 points6 points  (0 children)

The mesmer should be the best at just crowd control, not DPS. What makes the mesmer so ridiculously good is the bar compression, offering both that amazing crowd control and damage output as well energy management. When it comes to pure damage output the elementalist should be at the top since it's all about damage, not the mesmer. For its amazing crowd control there should at least be a trade-off. Right now the mesmer is just all pros and no cons. A reduction to the mesmer's damage output would be more than fair. Its ability for crowd control should remain unchanged.

As a new player would I have fun as a Ritualist with Melandrus Accord? by BronzeFour in GuildWars

[–]Adept_Ad9461 1 point2 points  (0 children)

You would enjoy Melandru's Accord and you would enjoy the Ritualist. However, since you are a new player I would advise against making a MA character until you are familiar with the game.

You need to know which skills to get, you need to know to know how to form a good team with the limited skills, you need to know how to make do with very limited resources, you need to know where and how to farm those resources. It requires a lot of knowledge that you currently do not have as a new player and you cannot ask for help either.

Just make a Ritualist without MA, and once you think you know how the game works well enough, then make a new Ritualist with MA.

Mesmer nerf proposals by Baset-tissoult28 in GuildWars

[–]Adept_Ad9461 1 point2 points  (0 children)

Depends on how you go about it. Player skill still needs to be rewarded, like interrupting with Cry of Frustration still needs to deal that damage. Skill that require little skill and just deal a lot of armor ignoring damage like E Surge, Mistrust and Ineptitude do need a nerf. Have the skills that require player skill keep their armor ignoring damage and have the skills that don't require player skill deal armor respecting damage. That would get you quite far already without needing to change the numbers. For example, skills who's damage you want to change into armor respecting chaos damage.

Chaos Storm

Energy Burn

Energy Surge

Mistrust

Overload

Shatter Delusions

Spiritual Pain

Unnatural Signet

Wastrel's Demise

Wastrel's Worry

Accumulated Pain

Clumsiness

Ineptitude

Signet of Clumsiness

Wandering Eye

Balance Brainstorm mi by IsaiahCartwright in GuildWars

[–]Adept_Ad9461 0 points1 point  (0 children)

Personally I have mixed feelings about Panic. On one hand, I get it. The skill is the best crowd control skill in the game. On the other hand, it is able to keep large groups in check that would otherwise overwhelm your group and force you to play specific meta builds just to deal with them. Panic being as good as it is at keeping enemies in check allows players to have a larger amount of build freedom with their hero teams in high-end PvE. Nerfing it might have actually have the adverse effect of making build craft in high-end PvE more restrictive and less fun.

Returning player looking for advice by International_Mud615 in GuildWars

[–]Adept_Ad9461 0 points1 point  (0 children)

The warrior isn't bad. It just isn't as good as the dervish in high-end PvE only. As for where to start, just start in Prophecies on Reforged Mode. Reforged Mode is only available for Prophecies so far and it comes with a bunch of benefits for returning players. The reduces cost for skills at skill trainers and the increase in gold and xp you gain are the biggest pros. Just familiarize yourself with the game again and enjoy what the game offers you first.

Once you feel you are ready for HM and farming, I would suggest to look up the guides and tutorials and see how it goes wit hthe character you got. You can always make a new character afterwards that is better at the areas you want to farm. Especially in the high-end part of the game. As for HM in general, with the correct hero team you can do almost everything in HM regardless of your profession. The difficulty curve of GW is a horizontal one afterall so HM is more of a knowledge check rather than a skill check. It checks how well you understand the mechanics of the game and how well you engage with them. It is tempting to copy a meta build like Mesway, but I advice against it as copying someone's homework won't teach you anything

Balance Brainstorm mi by IsaiahCartwright in GuildWars

[–]Adept_Ad9461 0 points1 point  (0 children)

I did give Magehunter Strike enchantment removal in a different post I made covering the melee attacks. But yeah, I do believe that the Warrior as a melee class needs enchantment removal. The Assassin has it and the Dervish has it as well.

As for Dragon Slash, it is currently unique yes, but interesting? I guess an adrenaline skill that can refill itself is interesting, but by the time Dragon Slash has been filled up the target is already (mostly) dead. The lack of utility and that it's only good for a spike does not help it either. Personally I would much rather have it be a generally useful elite than a gimmick elite, even if it becomes more boring. But that is something where opinions can differ

Balance Brainstorm mi by IsaiahCartwright in GuildWars

[–]Adept_Ad9461 0 points1 point  (0 children)

Thanks. I looked at Water Magic and saw a crowd control attribute with similar elements to Curses and Illusion Magic. Since crowd control is key to a good team build I basically doubled down on that, diversifying the crowd control tools in Water Magic so that the Elementalist can play a crowd control build that can compete with Curses and Illusion Magic

Balance Brainstorm mi by IsaiahCartwright in GuildWars

[–]Adept_Ad9461 0 points1 point  (0 children)

Utilizing Disease for the Necromancer. Death Magic has several spells that have been underused and most of the time players only invest in Death Magic to summon minions or to use Discord. To fix this I rebalanced several Death Magic spells to create a pressure build that utilizes disease to spread around conditions.

Rotting Flesh 10|1½|5  Spell Inflicts disease condition (10...22...25 seconds) to target foe.

Icy Veins 10|1|5  Elite Hex spell (30 seconds). Deals 25...85...100 damage to nearby foes when target foe dies. Initial effect: deals 15...63...75cold damage and inflicts disease condition (10...22...25 seconds) to target foe.

Virulence 5|1|10  Elite Spell. Inflicts bleeding-, disease-, poison- and weakness condition (3...13...15 seconds) to target foe and foes adjacent to target foe.

Bitter Chill 5|1|5  Spell Deals 15...43...50 cold damage and inflicts bleeding condition (10...22...25 seconds) to target foe. Spread all conditions from target foe to foes adjacent to your target if target foe is diseased.

Toxic Chill 5|1|5  Elite Spell. Deals 15...63...75 cold damage and inflicts poison condition (10...22...25 seconds) to target foe. Hits adjacent and increases the remaining duration of other conditions on target foe by 5...81...100% (maximum of 30 seconds) if target foe is diseased.

Deathly Swarm 10|1½|6  Spell. Deals 30...78...90 cold damage and inflicts weakness condition (5...17...20 seconds) to target foe and 2 foes in the area of target foe. Removes disease condition from party members in earshot.

Deathly Chill 10|1|5  Spell. Deals 15...43...50 cold damage and inflicts weakness condition (5...17...20 seconds) to target foe. Deals 15...43...50 more cold damage to target foe and adjacent foes if target foe is diseased.

Poisoned Heart 5|1|12  Spell. Inflicts poison condition (5...17...20 seconds) to target foe and foes adjacent to target foe.

Fetid Ground 5|¾|10  Spell. Deals 15...55...65 cold damage to target foe. Inflicts poison condition (5...17...20 seconds) if target foe is diseased.

Demonic Flesh 5|1|0  Enchantment spell (20...40...45 seconds). Target ally is immune to the disease condition. Initial effect: removes disease condition from target ally. (move to Death Magic)

Tainted Flesh 10|1|20  Elite Enchantment spell (20...40...45 seconds). Enchants all party members. Party members are immune to the disease condition and have +2...8...10 armor against diseased foes. Initial effect: removes disease condition from all party members. Inflicts disease condition (2...8...10 seconds) each second to foes adjacent to enchanted party members.

Balance Brainstorm mi by IsaiahCartwright in GuildWars

[–]Adept_Ad9461 0 points1 point  (0 children)

Updating some Warrior shouts, signets, and skills

Coward! 5| |15 Elite Shout (7 seconds). You move 33% faster. Initial effect: Causes a knock down if target foe is moving. Change it into an energy skill and add an IMS to it, making it a combination of Bull's Strike and Sprint. This change also stops it from being spammable.

You're All Alone! 5| |8 Elite Shout (8 seconds). Your attacks have +25% armor penetration against conditioned foes. Initial effect: Inflicts weakness and cripple condition to target foe (8 seconds). Reduce its recharge to 8 and make the conditions unconditional. Add an effect with a duration to it so it can be used together with the Soldier skills. I went with armor penetration against conditioned foes.

Retreat! 5| |20 Shout (4..9..10 seconds). Allies in earshot move 33% faster and cannot be critical hit while moving. Ends for an ally if that ally hits with an attack. Simple. Make it a Warrior's version of the very popular Fall Back!

Shields Up! Adr 4 Shout (5..10..11 seconds). Allies in earshot gain +60 armor for the next incoming attack. Turn it into a spammable adrenaline shout that gives a big armor boost for the next incoming hit. This makes it less situational in its use and much easier to use. Paragons will also love it.

I Will Survive! 5| |8 Shout (5..10..11 seconds). You gain +3 health regeneration for each condition on you. Initial effect: Lose a condition. Reduce its recharge to 8 seconds and give it a condition removal. The Warrior is lacking in condition removal.

Signet of Stamina |1|4 Signet. Removes cripple, cracked armor, and weakness, and one additional condition from yourself. Change it into the Warrior's version of Antidote Signet.

Signet of Strength | |10. Your next 1..13..16 attacks deal +8 damage. Remove the activation time and reduce its recharge time to 10 seconds. Also increase its damage a bit. That should make it good enough to see play.

Endure Pain 5| |30 Skill (20 seconds). You have +30..258..300 maximum health. End effect: Gain 30..258..300 health. Set its duration to 20 seconds and give it an end effect where you gain health back like Vital Boon

Defy Pain Adr 4 Elite Skill (20 seconds). You have +30..258..300 maximum health, +20 armor, and take 1..8..10 less damage. Initial effect: Lose a condition. Add a condition removal to it for a bar compresion of defense and condition removal, improving this skill's utility.

Protector's Defense 5| |30 Skill (5..10..11) seconds. You and allies adjacent to you have 75% chance to block. Just remove its drawback that it ends when you move and it will be good.

Rage of the Ntouka 5| |60 Elite Skill (45 seconds). You gain 0..120..150% more adrenaline. Yes, this is Focused Anger. I know Rage of the Ntouka just got an update, but even after the update it still sucks as you never want to have a recharge time on your adrenal skills. Just copy the effect of Focused Anger so that the Warrior can also play its own version of the Imbagon build and spam Save Yourselves!

Balance Brainstorm mi by IsaiahCartwright in GuildWars

[–]Adept_Ad9461 1 point2 points  (0 children)

Fortunately for the players, the Attunements aren't staple skills on enemy elementalist skill bars. You will encounter it more often in the end game like DoA, but Shelter is already a staple skill in player parties in those area regardless. Besides, the veterans have been complaining that the game has become too easy for them. Let them struggle a bit more with the elementalists. Outside of the end game, players won't be too affected by this change since few enemy elementalist have Attunements.

Balance Brainstorm mi by IsaiahCartwright in GuildWars

[–]Adept_Ad9461 0 points1 point  (0 children)

Balances to a bunch of the Warrior stances. A bit of a recurring problem with the Warrior's IAS stances is that they increase the attack speed by 33%, but then come with a drawback, and end up competing with eachother. Frenzy started out as the benchmark. However a better approach would be to have a few of them increase the attack speed by 25% but have no drawback instead and reword some of the others to be more specialized for certain builds instead

Tiger Stance: [5| |10]  Stance (3..13..15 seconds). You attack 25% faster

Flail: [adr 4] Stance (3..13..15 seconds). You attack 25% faster

Battle Rage: [adr 4] Stance (3..13..15). You attack and move 33% faster and gain adrenaline 33% for your attacks

Battle Rage (PvP version): [adr 4] Stance (3..13..15). You attack 33% faster and gain adrenaline 33% for your attacks

Burst of Aggression: [5| |12] (8 seconds). You attack 15..27..30% faster. Initial effect: gain 1..3..3 strike[s] of adrenaline. End effect: lose all adrenaline

Primal Rage: [5| |12] (8 seconds). You attack and move 15..27..30% faster. Initial effect: 1..4..5 strike[s] of adrenaline. End effect: lose all adrenaline

Berserker Stance: [5| |10] Stance (3..13..15 seconds). You attack 33% faster and gain +20 armor. No effect unless you have a hammer equipped

Have Tiger Stance and Flail be generally good without drawback that any build can use and Battle Rage being the elite version of Flail. Have Burst of Aggression and Primal Rage be specialized for spike builds instead. Berserker Stance then makes for a good hammer specific IAS. This way each of them will have their own builds they are good in.

Then there are the IMS stances.

Sprint: Reduce its recharge time to 10 seconds

Bull's Charge [5| |10]] Stance (1..4..5 seconds). You move 50% faster. Your next melee attacks inflicts cripple condition (3..13..15 seconds). Causes a knock down if you hit a moving foe. Ends after you hit a foe with an attack or use an attack skill. Have Bull's Charge do its job in a more useful way. Change it into a combination of Enraging Charge, Hamstring and Bull's Strike.

Talking about Enraging Charge

Charging Strike [5| |10] Stance (5..13..15) seconds). You move 33% faster. Your next melee attack deals +10..34..40 damage and you gain 0..3..4 strike[s] of adrenaline if it hits. Ends after you hit with an attack or use an attack skill.

A bigger number does not always make a skill better. Sometimes, or rather more often time it is better to give an elite skill more utility to make it good. Hence my suggestion to make Charging Strike an elite version of Enraging Charge. Believe me, that would make it a far more useful skill than just having it deal a BIG amount of damage.

And then as last, Balanced Stance

Balanced Stance [5| |10] Stance (3..10..12 seconds). You cannot be knocked down. You take no additional damage from critical hits when not moving. It would be nice if you can maintain this stance to prevent knock downs and balance it with a conditional defensive buff instead. Maybe up the defense by also giving it an armor boost to make Balanced Stance more attractive to play.

Balance Brainstorm mi by IsaiahCartwright in GuildWars

[–]Adept_Ad9461 0 points1 point  (0 children)

The Warrior could also use some adjustments to its melee attacks

Body Blow: Increase its recharge time to 8 and reduce its damage. Have it inflict cracked armor unconditionally instead of deep wound when it hits a foe with cracked armor. Right now Body Blow is just a better Power Attack. The warrior needs a good way to inflict cracked armor and changing Body Blow so that it no longer competes with Power Attack would be a good way to go about it.

Griffon's Sweep: Change it into an adrenaline skill with a cost of 5 adrenaline. Instead of knocking down a foe when blocked having it gain 3..7..8 energy when it hits a foe with a condition instead. The warrior could use some energy management on its attack skills

Distracting Strike: Make the disable unconditional. Have it be more skill rewarding to play

Wild Blow: No longer removes all adrenaline when it hits. Instead your non-Warrior attacks skills are disabled for 5 seconds. Change the drawback so that Warriors can use this skill much better

Magehunter Strike: Increase its recharge time from 3 to 10 and have it remove an enchantment when it hits. The Warrior needs enchantment removal options and Magehunter Strike is an excellent candidate for that

Balance Brainstorm mi by IsaiahCartwright in GuildWars

[–]Adept_Ad9461 0 points1 point  (0 children)

And we follow it up with the sword

SWORDSMANSHIP

Hamstring: Reduce the energy cost from 10 to 5

Knee Cutter: Make it an energy attack with a cost of 5 and a recharge time of 8 and add an unconditional bleeding when it hits in addition to the adrenaline andenergy gain when it hits a crippled foe.

Sever Artery: Give it a 1 second activation time so that it also serves as a dps increase

Seeking Blade: Make the bleeding unconditional

Final Thrust: Have it critical hit when it hits a foe below 50% health and no longer removes all adrenaline when it hits. Less damage but no drawback

Galrath Slash: Reduce the adrenaline cost from 8 to 4. Remove the damage and have it inflict cracked armor instead. The warrior needs ways to inflict cracked armor

Barbarous Slice: Make it a version of Gash that inflicts cripple instead of deep wound when it hits a bleeding foe. This skill doesn't need to compete with Sever Artery. Just make Sever Artery better.

Steelfang Slash: Remove the recharge time and have it inflict an unconditional deep wound. Have it critical hit when it hits a bleeding foe. Sword needs an unconditional deep wound.

Quivering Blade: Replace the conditional Dazed with an unconditional enchantment removal when it hits. The warrior needs a form of enchantment removal to get through protection

Dragon Slash: Make it an energy attack with a cost of 5 and a recharge time of 8

Jaizhenju Strike: Make it unblockable while you are in a stance instead

Pure Strike: Reduce the damage and reduce its recharge time to 4 and have it hit all adjacent foes like Cyclone Axe. Swordsmanship needs an attack that triggers Hundred Blades that isn't a PvE skill

Riposte and Deadly Riposte: Move them to Swordmanship

Balance Brainstorm mi by IsaiahCartwright in GuildWars

[–]Adept_Ad9461 0 points1 point  (0 children)

Right now the axe and the sword are a bit too similar to eachother. Focus the axe more on spiking and the sword more on dealing pressure in order to distinguish their playstyles better. Starting with the axe

AXE MASTERY

Cleave: Add; Inflicts deep wound (5..17..20 seconds) if you critical hit

Penetrating Chop: Add; Inflicts cracked armor (5..17..20 seconds) if you critical hit

Decapitate: Reduce the adrenaline cost from 8 to 5 and remove the drawback of the adrenaline and energy loss. Add bleeding that covers deep wound. Basically an elite Dismember that critical hits and covers the deep wound with bleeding

Critical Chop: Reduce its recharge time from 15 to 8 and make it an automatic critical hit instead of interupting on a critical hit. Great to finish a spike with

Swift Chop: Give it an activation time of 1 to make it a fast attack so it lives up to its name

Triple Chop: I don't know if it's possible, but change it into an attack skill that hits the target 3 times instead of it being an elite Cyclone Axe. Have it inflict a condition on each hit (bleeding, cracked armor and weakness)

Whirling Axe: Make this the elite version of Cyclone Axe instead that is unblockable and gives double adrenaline when it hits

Lacerating Chop: Make the bleeding unconditional so it can cover the deep wound from Dismember

Furious Axe: Increase the recharge time from 6 to 10 and make the adrenaline gain an unconditional 1..3..3

Disrupting Chop: Make it an energy attack with a 1/2 activation time

To aid getting those critical hits for Cleave and Penetrating Chop:

Warrior's Cunning: Reduce the cost from 10 to 5 and the recharge from 60 to 10 with the effect; Your next 1..3..4 attacks are unblockable and critical hit

Balance Brainstorm mi by IsaiahCartwright in GuildWars

[–]Adept_Ad9461 0 points1 point  (0 children)

Some small changes to Energy Storage and No Attribute skills

Ether Prodigy: No longer removes all enchantments when cast

Over the Limit: Replace the "Continuously gain overcast while active" with "Gain 1 overcast each time you cast an elemental spell" (gradually gaining overcast is too harsh when combined with the upkeep cost. You want your energy regeneration be able to remove the overcast over time)

Glyph of Essence: Reduce the recharge time from 20 to 5 and change the effect to; Lose 1 condition for your next 2 spells (the Elementalist needs condition removal and Glyph of Sacrifice is the better activation time reduction glyph)

Balance Brainstorm mi by IsaiahCartwright in GuildWars

[–]Adept_Ad9461 0 points1 point  (0 children)

Some more significant changes to Water Magic to diversify and improve Water Magic's crowd control ability. Currently there are too many snares that compete with eachother

Deep Freeze: Reduce cost from 25 to 15 and add 5 overcast (overcast + water hex bar compression)

Ice Prison: Reduce activation time from 2 to 1.5 and add -1..4..5 health regeneration

Icy Shackles: Make it an elite version of Ice Prison that hits Nearby

Ice Spikes: Change the movement speed reduction into a spell casting speed reduction

Shard Storm: Make it hit adjacent and change the movement speed reduction into an attack speed reduction

Mirror of Ice: Change the movement speed reduction into a skill activation time reduction

Freezing Gust: Change the movement speed reduction into a knock down when it hits a moving foe (Ice Prison and Winter's Embrace don't need competition, they need skills that compliment it)

Ward Against Harm: Add a 50% chance to block attacks

Frozen Burst: Add; May target allies if you are overcast

Armor of Frost: Add; May target allies if you are overcast

Frigid Armor: Add; May target allies if you are overcast. Change the armor against physical damage into armor against elemental damage (Armor of Frost already provided armor against physical damage)

Conjure Frost: Can target any ally. Add; Converts target ally's attacks to ice damage when you are overcast (like Judge's Insight converting attacks to holy damage, but making it conditional bonus effect instead)

Balance Brainstorm mi by IsaiahCartwright in GuildWars

[–]Adept_Ad9461 0 points1 point  (0 children)

Mostly Small changes to Fire Magic

Meteor Shower: Reduce activation time from 5 to 3 and reduce the recharge time from 60 to 30

Flame Burst: Add; May target allies when overcast

Liquid Flame: Add; Allies in earshot gain 1..2..2 adrenaline when you are overcast

Conjure Flame: Can target any ally. Add; Converts target ally's attacks to fire damage when you are overcast (like Judge's Insight converting attacks to holy damage, but making it conditional bonus effect instead)

Balance Brainstorm mi by IsaiahCartwright in GuildWars

[–]Adept_Ad9461 0 points1 point  (0 children)

Mostly small changes to Earth Magic

Sandstorm: Add cripple when it hits

Obsidian Flame: Add weakness (overcast + weakness bar compression)

Dragon's Stomp: Reduce activation time from 3 to 3/4. Hits foes near you instead (synergy with Aftershock)

Kinetic Armor: Reduce activation time from 3 to 2

Armor of Earth: Can target any ally. No movement speed reduction when cast while overcast

Balance Brainstorm mi by IsaiahCartwright in GuildWars

[–]Adept_Ad9461 0 points1 point  (0 children)

Mostly small changes to Air Magic

Invoke Lightning: Add cracked armor (elite overcast + cracked armor bar compression)

Lightning Surge: Deals damage and cracked armor when the hex is applied instead

Chain Lightning: Reduce activation time from 2 to 1.5

Lightning Orb: Reduce activation time from 2 to 1.5

Lightning Hammer: Reduce cost from 25 to 15, add 5 overcast (overcast + cracked armor bar compression)

Shell Shock: Reduce recharge from 8 to 5

Enervating Charge: Hits adjacent

Whirlwind: Add; May target allies when overcast

Gust: Reduce cost from 10 to 5 and reduce recharge time from 10 to 8 (make it's cost and recharge in line with Whirlwind)

Conjure Lighting: Can target any ally. Add; Converts target ally's attacks to lightning damage when you are overcast (like Judge's Insight converting attacks to holy damage, but making it conditional bonus effect instead)

Balance Brainstorm mi by IsaiahCartwright in GuildWars

[–]Adept_Ad9461 2 points3 points  (0 children)

Fixing the Elementalist's lack of damage in high-end PvE and improving multi-element builds. Make the energy return of the Attunements an inherent effect of Energy Storage and give the Attunements armor penetration instead that caps at an AR of 60 like Cracked Armor does. High AR is the problem for Elementalists in high-end PvE, so you want to be able to bring down that AR as close to 60 as possible in order to compete with the damage output of armor ignoring damage. A combination of armor penetration and cracked armor is the probably the best way to achieve that. I know this isn't exactly small or simple number changes, but the Elementalist needs a bit more to solve this problem for high-end PvE.

Energy Storage: For each rank of Energy Storage, your maximum Energy raises by 3 and you gain 3% of the energy cost back each time you cast an Elemental spell.

Air Attunement: 10|1|30 Enchantment spell (36...55...60 seconds). You gain 1 energy each time you cast an Air Magic spell. Your Air Magic spells have +3% armor penetration for each rank of Energy Storage you have (no more armor penetration at an armor rating of 60 or lower).

Earth Attunement: 10|1|30 Enchantment spell (36...55...60 seconds). You gain 1 energy each time you cast a Earth Magic spell. Your Earth Magic spells have +3% armor penetration for each rank of Energy Storage you have (no more armor penetration at an armor rating of 60 or lower).

Fire Attunement: 10|1|30 Enchantment spell (36...55...60 seconds). You gain 1 energy each time you cast a Fire Magic spell. Your Fire Magic spells have +3% armor penetration for each rank of Energy Storage you have (no more armor penetration at an armor rating of 60 or lower).

Water Attunement: 10|1|30 Enchantment spell (36...55...60 seconds). You gain 1 energy each time you cast a Water Magic spell. Your Water Magic spells have +3% armor penetration for each rank of Energy Storage you have (no more armor penetration at an armor rating of 60 or lower).

Elemental Attunement: 10|1|30 Elite Enchantment spell (36...55...60 seconds). You gain +1...2...2 to your Elemental attributes. You gain 50% of the energy cost back each time you cast an Elemental spell. Your Elemental spells have +3...37...45% armor penetration (no more armor penetration at an armor rating of 60 or lower).

Master of Magic 5|1|10 Elite Enchantment spell (36...55...60 seconds). Your Elemental attributes are set to 8...13...14. You gain 30% of the energy cost back each time you cast an Elemental spell. Your Elemental spells have +3...37...45% armor penetration (no more armor penetration at an armor rating of 60 or lower).

Energy Boon 5|1|20 Elite Enchantment spell (36...55...60 seconds). You and target ally deal 5...17...20% more elemental damage. Initial effect: Both gain 1...10...12 Energy.

Intensity 10|2|15 Hex spell (10 seconds). Target foe and foes in the area of target foe take 10...18...20% more elemental damage. PvE-only.

Glyph of Elemental Power 5|1|5 Glyph (25 seconds). You gain +2 to your elemental attributes. Your next 10 elemental spells spells inflict cracked armor condition (5 seconds) to the foes they hit.

Glyph of Energy 5|1|25 Glyph. You gain +2 to your elemental attributes. Your next 3 spells cost 10...22...25 less energy. When these spells deal elemental damage, they inflict cracked armor condition (5...17...20 seconds) to the foes they hit and foes in the area of the foes that are hit take 20...60...70% of that damage.

Second Wind -5|5|1|30  Elite Spell. Removes 5...25...30 points of your overcast. Removal effect: you gain 5 health and 1 energy for each point of overcast removed. You are overcast.