Elementalist Sword Concept

Elementalist Sword Concept

in Suggestions

Posted by: Hooglese.4860

Hooglese.4860

This is open to change, I’d like to hear your ideas.

Elementalist sword

Skill One
- 3 hit combo, last hit varies of element
-Fire causes might
-Water causes regen
-Air causes swiftness
-Earth causes protection

Skill Two
- A venom like sword modification, only one may be active at a time
-Fire: Burning sword: Next attack causes burning
-Water: frigid sword: Next attack causes chill and vulnerability
-Air: Electrified sword: Next attack causes blind
-Earth: Barbed sword: Next attack causes bleeding

Skill Three
- A ranged elemental attack that varies based off of skill 2
-Fire:

*Neutral: lauch fireball, causes aoe burning
*Fire: red fire ball: Causes aoe fire blast
*Water: blue fireball: causes aoe torment
*Air: Lighting ball: causes aoe stun
*Earth: Magma ball: causes lava font on impact
-Water:

*Neutral: Wave: short ranged damage in arc(akin to Illusionary Wave)
*Fire: Steam wave: Causes burn and chill
*Water: Healing wave: Causes healing and regen
*Air: Icy wave: Causes chill and knockback
*Earth: Muddy wave: Causes immobalize
-Air:

*Neutral: Wind slice: Damages all foes in a line
*Fire: Burning Slice: Deals large damage
*Water: Slippery Slice: Enemies slip on line (Knock down), Allies gain swiftness
*Air: Electric Slice: Teleport to the end of line
*Earth: Sand Slice: Blind foes in line
-Earth:

*Neutral: Rock fan: Throw rocks in fan motion (akin to poison volley)
*Fire: Glass shot: Bleed foes
*Water: Corrosive shot: Deal vunribility and poison
*Air: Blasting shot: Faster projectiles, cause knockback
*Earth: Staggering shot: Cripple foes

Note: Neutral means no weapon mod, and stacks with a weapon mod.

PvP
revenant – Hoogles Von Boogles
Mesmer – hoogelz

Elementalist Sword Concept

in Suggestions

Posted by: Orpheal.8263

Orpheal.8263

All your concept is here, can be broken down only into a

1) Elemental Combo Strikes + Boons
2) Elemental Condition Attacks
3) Elemental Range Attacks

If Elementalists get swords, I want them to have more creative skills (also with GW1 relationships), which don’t work like using all the same skill mechanics with just only different attuned elements. Thats boring skill design.
Also there is NO neutral, an Elementalist will always be attuned to 1 of the 4 elements…

I’d like to see stuff like this_

Fire

1) Immolate
2) Inferno
3) Liquid Flame

Immolate being a Skill with that you create swaths of firewalls in front of you when you swing the sword which damages foes when they run through them letting you get healed by burning, when you stand in one of those created firewalls while you burn.

Inferno being a powerful channeled skill that gets more powerful, so longer you hold down the button with the hook, that you can’t move while using it.
Holds the sword into the sky to create a growing fire orb, that will be shot at a target and will scorch and launch away all enemies in line of sight that get in touch with.
Lets enemies suffer on burning for every second they are in the near of that huge fireball.
(Think of something ala Goukaryu no Jutsu)
http://www.youtube.com/watch?v=faTzAPmYrwo

Liquid Flame being a skill, with that you draw a line of magma when you move around, which damages and cripples/vulnerables foes that pass through the magma
—-

Water
1) Crystal Wave/ Crystal Rift
2) Slippery Ground
3) Aqua Sphere

Crystal Wave will be a wide swing attack that will shoot out in a fan like way ice crystals, which hits multiple targets, deals bleeding and weakness and cures allies from conditions. It has a channeed version if you hold the button, then it will change into Crystal Rift, a line of sight ice spike snake that hits all foes in front of you that poisons and bleeds enemies as alsoremoves boons.

Slippery Ground creates fields of ice, which let enemies get knocked down, if they run over it or stay on it longer than x seconds. Knocked down enemies will suffer also on chill ( and poison if traited)

Aqua Sphere will be a big Water Bubble that will surround you and nearby Allies, that will absorb projectiles and protect you against several negative conditions.
After 3 different conditions (stacks don’t count) will burst the bubbles dealing AoE damage and the 3 absorbed conditions to enemies in your near. Only condition that won’t be absorbed will be Burning, Burn will lead to instant bubble burst as a counter skill.

Earth

1) Sliver Armor
2) Ward of Weakness
3) Ward of Stability

Sliver Armor creates a damage reflecting magneting aura around you, with that you can reflect back all incoming damage back, as long you hold this skill up.

Ward of Weakness creates an earth field, that strenghthens allies by making them immune to weakness while standin in the ward and giving enemies in that ward a non removeable weakness condition.

Ward of Stability grants allies in the ward a constant stability as long the ward is upheld by the Elementalist. Enemies that stand in the ward can get interrupted easier through critical hits.

Wind

1) Lightning Orb
2) Shell Shock
3) Whirlwinds

Lightning Orb creates a slow moving line of sight attack, which hits multiple foes multiple times, that come near to it that lightnings arc over to foes per second.
Hits make stacks of vulnerability very fast and weaken enemies.

Shell Shock is a lightning teleportation that creates at the ground target a huge lightning bolt which deals massive damage and lets nearby enemies suffer of several stacks of torment. This attack also dazes foes, if they had more than 90% health.
If traited, this skill causes also confusion.

Whirlwinds shoots out a high number of whirling sonic blades which have all higher chances for criticals, deal each bleeding stacks and are unblockable.
If used with no target, they will hit all nearby foes randomly, if used on a target, they will all home in into that one target to maximize the bleeding effect.
(This of this: Secret of Mana Air Blast, 3:19
http://www.youtube.com/watch?v=Yk-WJVwWl0U) Ah nostalgics ^^

See what I did here? I gave all elements their very own skills, with all havign their very own effects not working all after the same scheme only of some kind of meta gameplay mechanic. And I used with the exception of Aqua Sphere only skills, which alreay existed in GW1 and tried to reshape them into effects, that could fit to them for GW2.

Personally I like the idea behind sub classes ~ quoted from Chris Whiteside

Elementalist Sword Concept

in Suggestions

Posted by: Big Tower.5423

Big Tower.5423

Hell no OP skills ^

7800 hours ingame, and counting.

Elementalist Sword Concept

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Posted by: Orpheal.8263

Orpheal.8263

lol, they all sound as text only stronger, than they would be really in the end…
Anet would make changes anyway to anything what we suggest here and be it just out of copyright reasons, or be it only changes to names, effects, used numbers (which I didnt have used in terms of skill activation times, skill range, skill recharges ect, numbers of maximum targets and so on.)

But it was 100% clear, that always at least 1 person has to come into threads like this to post short answers about that something is OP, when they self have absolutely no clue about it, what Anet would make out if those inspirations and also forget, that if Eles would get swords, all other classes would also receive new skills….

These silly discussions about certain ideas being OP or not are so totally obsolete and pointless as they lead to absolutely nothing.

Instead of posting just only such an obsolete “one liner”, you could have been more constructive by telling us, what you would change on those above ideas that you wouldn’t find them so “OP” anymore.

Personally I like the idea behind sub classes ~ quoted from Chris Whiteside

Elementalist Sword Concept

in Suggestions

Posted by: Big Tower.5423

Big Tower.5423

Weakness + more condtions + aoe knockdown + 100 % damagereflect on AUTOATTACK!

7800 hours ingame, and counting.

Elementalist Sword Concept

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Posted by: Player Character.9467

Player Character.9467

lolwut orpheal wants perma magnetic aura?