Would like to see better intuition behind Elemental Catalyst.
The 3 second time change is good. However would like to see it stay 5% max, but modify the 'debuff/buff' so that it is in fact a weakness to that element. So it's a 5% crit bonus to fire, electricity, frost - per debuff title.
That way it's not just a +15% crit bonus for all players, but is only applying this crit bonus based specifically on the element. Creating variation throughout the groups/trials.
This would also empower the user of the item set, to maintain up times of all the dmg types. Maybe also mitigating through force pulse - that only 1 type may be applied at a time. So people can't just spam force pulse to get all three on up time. Forcing people to have to use an ability of each type - to really maintain up time to its fullest. Implying that even if someone spammed Force pulse - by the time the third cast occurred, the 1st debuff would be done. Making it impossible to weave the debuff only using that.
The strength here is it will take an active player to keep it up, each debuff will not benefit every player, and the crit bonus received will incline some players to modify their skills to incorporate more elements to utilize (and apply) this debuff.
Edit**
This ends up being 5% per, to 3%x3 for 9% > Could even modify so it's 3 seconds per - but each can stack 3x per 1 second for max of 3 at 3% each for 9% per element -- That way we continue to encourage activity by players - to hit 3 per 3 GCD of each stack. Creating a nice up/down scale of crit bonus... Keeping only 9% for 1 second, then returning to 3-6-9, etc.
EG if Flame/Lightning/Frost Weakness = 1 stack of bonus -
3% for 3 seconds
6% for 2 seconds
9% for 1 second
Alternative better suited due to mitigation between skill/enchantment choices on players-
4% for 3 seconds
8% for 2 seconds
12% for 1 second
This of course all depends on your future plans on how to balance out Crit, so it's not so much the go-to for all dps. I also recognize this becomes discriminatory against Poison and Disease dealers. Though a sister set may be able to be created to align with a similar setup. That or find a means to encourage more sta builds to run Frost, Flame or Shock Enchantments. Possibly even just adding a poison and disease debuff that hits only if all three elements exist in their debuff form.
Would like to see better intuition behind Elemental Catalyst.
The 3 second time change is good. However would like to see it stay 5% max, but modify the 'debuff/buff' so that it is in fact a weakness to that element. So it's a 5% crit bonus to fire, electricity, frost - per debuff title.
That way it's not just a +15% crit bonus for all players, but is only applying this crit bonus based specifically on the element. Creating variation throughout the groups/trials.
This would also empower the user of the item set, to maintain up times of all the dmg types. Maybe also mitigating through force pulse - that only 1 type may be applied at a time. So people can't just spam force pulse to get all three on up time. Forcing people to have to use an ability of each type - to really maintain up time to its fullest. Implying that even if someone spammed Force pulse - by the time the third cast occurred, the 1st debuff would be done. Making it impossible to weave the debuff only using that.
The strength here is it will take an active player to keep it up, each debuff will not benefit every player, and the crit bonus received will incline some players to modify their skills to incorporate more elements to utilize (and apply) this debuff.
Edit**
This ends up being 5% per, to 3%x3 for 9% > Could even modify so it's 3 seconds per - but each can stack 3x per 1 second for max of 3 at 3% each for 9% per element -- That way we continue to encourage activity by players - to hit 3 per 3 GCD of each stack. Creating a nice up/down scale of crit bonus... Keeping only 9% for 1 second, then returning to 3-6-9, etc.
EG if Flame/Lightning/Frost Weakness = 1 stack of bonus -
3% for 3 seconds
6% for 2 seconds
9% for 1 second
Alternative better suited due to mitigation between skill/enchantment choices on players-
4% for 3 seconds
8% for 2 seconds
12% for 1 second
This of course all depends on your future plans on how to balance out Crit, so it's not so much the go-to for all dps. I also recognize this becomes discriminatory against Poison and Disease dealers. Though a sister set may be able to be created to align with a similar setup. That or find a means to encourage more sta builds to run Frost, Flame or Shock Enchantments. Possibly even just adding a poison and disease debuff that hits only if all three elements exist in their debuff form.
Czekoludek wrote: »Would like to see better intuition behind Elemental Catalyst.
The 3 second time change is good. However would like to see it stay 5% max, but modify the 'debuff/buff' so that it is in fact a weakness to that element. So it's a 5% crit bonus to fire, electricity, frost - per debuff title.
That way it's not just a +15% crit bonus for all players, but is only applying this crit bonus based specifically on the element. Creating variation throughout the groups/trials.
This would also empower the user of the item set, to maintain up times of all the dmg types. Maybe also mitigating through force pulse - that only 1 type may be applied at a time. So people can't just spam force pulse to get all three on up time. Forcing people to have to use an ability of each type - to really maintain up time to its fullest. Implying that even if someone spammed Force pulse - by the time the third cast occurred, the 1st debuff would be done. Making it impossible to weave the debuff only using that.
The strength here is it will take an active player to keep it up, each debuff will not benefit every player, and the crit bonus received will incline some players to modify their skills to incorporate more elements to utilize (and apply) this debuff.
Edit**
This ends up being 5% per, to 3%x3 for 9% > Could even modify so it's 3 seconds per - but each can stack 3x per 1 second for max of 3 at 3% each for 9% per element -- That way we continue to encourage activity by players - to hit 3 per 3 GCD of each stack. Creating a nice up/down scale of crit bonus... Keeping only 9% for 1 second, then returning to 3-6-9, etc.
EG if Flame/Lightning/Frost Weakness = 1 stack of bonus -
3% for 3 seconds
6% for 2 seconds
9% for 1 second
Alternative better suited due to mitigation between skill/enchantment choices on players-
4% for 3 seconds
8% for 2 seconds
12% for 1 second
This of course all depends on your future plans on how to balance out Crit, so it's not so much the go-to for all dps. I also recognize this becomes discriminatory against Poison and Disease dealers. Though a sister set may be able to be created to align with a similar setup. That or find a means to encourage more sta builds to run Frost, Flame or Shock Enchantments. Possibly even just adding a poison and disease debuff that hits only if all three elements exist in their debuff form.
Proposed changes would make this set another garbage to decon. Pls no