A fun elite spec idea "Elemental adept"

A fun elite spec idea "Elemental adept"

in Elementalist

Posted by: Argol Vazin.3061

Argol Vazin.3061

Weapon: none (maybe sword)
Playstyle: melee
Concept: I am the avatar

The Elemental Adept is about focusing the elements through your body, letting your inner self be one with the elements, to truly understand them as one would understand their own body…and beating the crap out of enemies with fists of fire and feet of lightning.

The main feature would be an F5 skill. activating it will switch your character into elemental stance (or style to be less confusing) weapons are stowed as your body becomes the weapon (Keep weapon stats/benefits)
Across all attunments, skills will be exactly the same. just modified by element becomes a finisher.. The moves will largely be the same across each attunment but modified by the element. Because the skills will be designed around skill combinations. so youare basically setting up a field and blasting

The way it would be set up is that you can freely swap attunments mid rotation with no attunment cooldown and it would be a playstyle all around the built skill combinations with added functionality (and earth field) to encourage mixing and mashing what element you use. This could be done by having a skill effect that keeps the element you last used a skill in as the active element to create different kinds of fields/finishers Example. a fire skill then water skill creates smoke, etc

It could be made to have an internal combo system that grants boons/effects. if having access to a bunch of fields and finishers on one class is too OP.

skill 1 generates an elemental resource. 2-4 interact with those resources granting boons, inflicting conditions, creating fields, generating more resources. 5 trades in the resources for a finishing move with strength/effects based on consumed resources.

A fun elite spec idea "Elemental adept"

in Elementalist

Posted by: Jhoul.6923

Jhoul.6923

Wouldn’t main hand focus go better with this?

A fun elite spec idea "Elemental adept"

in Elementalist

Posted by: lLobo.7960

lLobo.7960

The way it would be set up is that you can freely swap attunments mid rotation with no attunment cooldown and it would be a playstyle all around the built skill combinations with added functionality (and earth field) to encourage mixing and mashing what element you use. This could be done by having a skill effect that keeps the element you last used a skill in as the active element to create different kinds of fields/finishers Example. a fire skill then water skill creates smoke, etc

It could be made to have an internal combo system that grants boons/effects. if having access to a bunch of fields and finishers on one class is too OP.

You basically described the current arcane ele gameplay.
You swap attunements fast to keep up boons (fury, might, etc) and weave the attunements to use combo fields and finishers (mostly blasting water or fire fields or jumping through ice or fire fields for auras). Add that the bonus on certain attunements (such as dmg in fire, crit in air, regen in water) based on traits and thats mostly what you have today.

The only thing your proposal add to this current gameplay is a transformation that doesn’t seem to change much.

A fun elite spec idea "Elemental adept"

in Elementalist

Posted by: Argol Vazin.3061

Argol Vazin.3061

The way it would be set up is that you can freely swap attunments mid rotation with no attunment cooldown and it would be a playstyle all around the built skill combinations with added functionality (and earth field) to encourage mixing and mashing what element you use. This could be done by having a skill effect that keeps the element you last used a skill in as the active element to create different kinds of fields/finishers Example. a fire skill then water skill creates smoke, etc

It could be made to have an internal combo system that grants boons/effects. if having access to a bunch of fields and finishers on one class is too OP.

You basically described the current arcane ele gameplay.
You swap attunements fast to keep up boons (fury, might, etc) and weave the attunements to use combo fields and finishers (mostly blasting water or fire fields or jumping through ice or fire fields for auras). Add that the bonus on certain attunements (such as dmg in fire, crit in air, regen in water) based on traits and that’s mostly what you have today.

The only thing your proposal add to this current gameplay is a transformation that doesn’t seem to change much.

well, the main idea is to add a melee focused Elementalist that has a unique system that removes the need of having to make entirely new skills for each attunement. if you have ever played SMITE, more specifically Hel. She has 2 “stances” but the animations and use of the skills are the same in each stance. just different in function. So a projectile that hurts or heals. an aoe that does damage and strips defense or an aoe heal and knockback (if I recall) and a targeted Stun or CC cleanse.

and the best way to make a viable melee ele is to make up their low defense with buffs, and instead of just having a skill you activate, I like the idea of having those buffs earned through an inbuilt combo system. there could be another way to do this.

So the core idea will be using a combo system to give that martial arts feel. and by spending enough time in that attunement you then get an appropriate buff.
Fire: Damage increase,
Water: Regen per hit
Air: Alacrity style buff localized within ele stance skills
Earth: Toughness.

Here is an amended idea

So each attunement will have
1. Resource Generator
2. Melee AoE/Cleave
3. Projectile
4. Defense/self-based skill
5. flashy finisher

with these 5 basic templates, each attunement can be set up to reflect that element.

an example. the defense skill on fire could be a retaliation effect.
the earth defensive could be a blocking stance that grants stab
the water could be an evade and heal stance
Air, would be a projectile reflect

EDIT: Actually I think using the warrior’s adrenaline system might be a good way of doing it. so you build up a bar. activate a finisher and get a buff. but this “adrenaline” bar resets on attunment swap. so you could get a minor buff from a lvl 1 finisher. or build up to a level 3. again. like warriors

(edited by Argol Vazin.3061)