A fun elite spec idea "Elemental adept"
Wouldn’t main hand focus go better with this?
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.
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)