A new weapon skillset for Elementalists

A new weapon skillset for Elementalists

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Posted by: Azunai.5974

Azunai.5974

Fire
•Fireshot – fires a quick ball of flame that burns upon hit.
Sandard rifle autoattack but slightly faster than the others.
•Immolate – creates a stream of fire that damages and burns foes it makes contact with anything it touches. At the end of the channel, the rifle creates a bigger single burst of fire.
A flame-thrower attack, can be used while moving.
•Searing chains – conjures a long firey chain to immobilize and burn the target (combo finisher: projectile)
The character uses an arm to “throw” a length of flaming red chains. Can be used while moving.
•Flaming Advance – charge forward, leaving a trail of fire and blasts the target area with fire (combo finisher: blast)
Very slight pre-cast before dashing over a short distance.
•Backdraft – fires a powerful short range burst of fire, sending you a fair distance back (combo finisher: leap)
After triggering it, the character is recoiling, as if sliding backwards over a very short distance.

Water
•Frostbite – fires a bullet of ice, causing vulnerability
Standard rifle autoattack, but slightly slower than the others.
•Chillrend – fires a volley of ice bullets, chilling and causing vulnerability (combo finisher: projectile)
The character keeps the rifle raised during the channel time, firing single bullets at a time to a maximum 5 shots.
•Snowball – blasts the target area with ice, chilling targets inside
The character “summons” an icy projectile from the free hand to blast the area a short distance away. Can’t be used while moving.
•Cascade – Creates a circle of water that heals and bestows regeneration on allies inside (combo field: water, grants regeneration)
Slams the rifle butt on the ground.
•Hoarfrost – Fires a long range bullet that freezes the target, unable to move or act for (?) seconds and creates (?) stacks of vulnerability. (combo finisher: projectile)
A small pre-cast time as the character stops for a slight amount of time to aim the rifle.

Air
•Static – fires a quick burst of electricity that damages the target and everything around him
Standard rifle autoattack that has above average fire rate and damage.
•Shock – shocks the target and everything around him, dealing small damage and causing cripple
Instantly causes the effect at the target’s location. Can be used while moving.
•Lightning retreat – instantly teleports backwards, causing a burst of electricity at the original position (combo finisher: blast, grants swiftness)
The character swings an arm around before teleporting back.
•Thunderwave – blasts the target area, creating an area that dazes people crossing it (combo field: lightning)
Drives the rifle butt onto the ground and uses an arm to cast the field a short distance away.
•Railgun – channels before firing a long, concentrated bolt of electricity, causing massive damage (combo finisher: projectile)
The character takes a knee during the channeling phase before firing.

Earth
•Splinter – fires a normal bullet and causes bleeding
Standard rifle autoattack animation with slighty above average fire rate.
•Masterkey – fires a scattershot, dealing damage the closer the target is and causes bleeding
A quick blast of rock shards or pebbles is fired. Can’t be used while moving.
•Magnetic shot – fires a bullet that, upon impact, causes nearby enemies to be pulled towards the target (combo finisher: projectile)
Slaps the rifle body to imbue it with magnetism (shown by slight glow) before firing. Fired while moving.
•Titanfall – jumps to the target location, dealing high damage and causing cripple (combo finisher: blast)
Crouches slightly before jumping.
•Shardstorm – fires a projectile that, upon impact, shatters into smaller pieces, damaging the target and everything around him. Causes bleeding. (combo finisher: projectile.)
Standard rifle attack. Can be fired while moving.

Traits
Tuned Rifle – 20% cooldown reduction and damage is increased by 10%.

or

Charged Rifle – All projectiles pierce and range is increased to 1500. 10% extra damage with rifles.

I noticed that weapon traits had the weapon itself in the names along with a word to describe its purpose. i.e. Vigorous Scepter, Blasting Staff, Windborne Dagger. Just a small observation. Also, I did make it a choice between the two because there is only one weapon trait per weapon for elemetalists.

Resident deaf elementalist – Tarnished Coast
Everyone needs a little optimism!

(edited by Azunai.5974)

A new weapon skillset for Elementalists

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Posted by: Azunai.5974

Azunai.5974

My thought processes
The problem I encountered is that as things stand, attunement swapping is a must. Unless cooldowns are adjusted to encourage longer periods of time spent in each attunement, I made the skills with both that and attunement swapping in mind. It may not be the best weapon kit, but every skill were carefully considered with both theme and practicality in mind.

I also thought about adding different combo fields, like smoke. Not too many, of course, leave that to staves. Building on this idea, Earth 4 could be replaced with a smoke field or some kind of stealth, if only for a very short time. To accomodate this, Earth 2 would be modified to feature some kind of CC instead of being an out of place short range attack in earth attunement. Or, to lean towards a close range style, leave Earth 2 and 4 alone and have 5 replaced with a smoke field.

I briefly thought about adding more boons such as might and fury but I am cautious. Your thoughts on this would be appreciated, should they be included or not?

And lastly, I wanted to explain the reasoning behind each attunement. I created skills for the fire attunement with close combat in mind in order to create a dynamic combat style, by using a dash to close the distance and unload skills until using a blowout skill to reset a fight when things get hairy. The water attunement is meant to provide a real way to stack vulnerability and control targets using CC’s, to set up a large burst in any other attunement. The water 4 skill was added as a single way to help out allies as a back line player. The air attunement was meant to provide concentrated damage as well as better means of damaging more than one enemy, all from afar. Finally, the earth attunement was for bleeding targets and controlling more than one enemy. I also thought it was a good opportunity to expand on the powers of magnetism to enchance gameplay variety.

In a nutshell, it’s like this; Two attunements for close/mid range with one for damage/mobility (fire) and the other for control/utility (earth). Two attunements for long range with one for damage/mobility (air) and the other for control/utility (water).

That’s all. Thoughts? Feedback? Additional ideas?

Resident deaf elementalist – Tarnished Coast
Everyone needs a little optimism!

(edited by Azunai.5974)

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Posted by: Erani.1394

Erani.1394

Earth 5 should be renamed and Air 5 should get the name “Railgun” cause they work with electromagnetism and all. Besides what I’d give to be like Misaka Mikoto and fire fluffin’ railguns at people!

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Posted by: Azunai.5974

Azunai.5974

Earth 5 should be renamed and Air 5 should get the name “Railgun” cause they work with electromagnetism and all. Besides what I’d give to be like Misaka Mikoto and fire fluffin’ railguns at people!

Renamed. Thanks!

Resident deaf elementalist – Tarnished Coast
Everyone needs a little optimism!

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Posted by: Rskin.4901

Rskin.4901

This would be great

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Posted by: Sancz.9345

Sancz.9345

lol you guys pushed this rifle idea.. never gonna happen

A new weapon skillset for Elementalists

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Posted by: Azunai.5974

Azunai.5974

lol you guys pushed this rifle idea.. never gonna happen

Well excuse me for exhibiting some optimism that is sorely lacking here.

Resident deaf elementalist – Tarnished Coast
Everyone needs a little optimism!

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Posted by: FrownyClown.8402

FrownyClown.8402

the answer is still no.


Bad Elementalist

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Posted by: Azunai.5974

Azunai.5974

the answer is still no.

BOOOOOOO

Resident deaf elementalist – Tarnished Coast
Everyone needs a little optimism!

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Posted by: Axelifus.3269

Axelifus.3269

Hey Azunai how about a spear?
Not underwater mind you.

A new weapon skillset for Elementalists

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Posted by: Azunai.5974

Azunai.5974

Hey Azunai how about a spear?
Not underwater mind you.

I can definitely see some mid range plays. Lots of piercing attacks, cone type AOE’s, and some leaps. New animations like dashing in a straight line with a thrust, damaging everything in its path and additional damage being done to te enemy caught at his destination.

Reminds me of FF dragoons.

Want me to sit on it and come up with a skill set?

Resident deaf elementalist – Tarnished Coast
Everyone needs a little optimism!

(edited by Azunai.5974)

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Posted by: Axelifus.3269

Axelifus.3269

A stretch would be mobility skills like the sanctum sprint or/and aspect arena.
Tbh if they ever add any weapons I’m fully expecting a variant of those.

“Jump” in FF4/5 were pretty cool indeed.

Sure, if it’s not wasting your time, it’s all fun.

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Posted by: tylertyler.8901

tylertyler.8901

Creativity +1
Awesomeness +1

Plus rifle on Ele sounds fun to me

Edit: Oh yeah and +10000^10000 if Anet does it!

(edited by tylertyler.8901)

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Posted by: bradderzh.2378

bradderzh.2378

Fun but looks totally OP, so many fields and finishers its insane lol.

Anet should fix focus before new weapons however.

In reference to ascended items:
Nar: I love that it will take me time and money to
reach the same level I’m at right now… …said no one, ever.

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Posted by: Azunai.5974

Azunai.5974

Fun but looks totally OP, so many fields and finishers its insane lol.

Anet should fix focus before new weapons however.

Completely false.

My weapon skill set has 6 projectile finishers, 3 blast finishers, 1 leap, 1 water field, and 1 lightning field. That’s just 2 combo fields.

Staves have 2 fire fields, 2 water fields, 1 ice field, 1 lightning field, 1 blast finisher, and 2 projectile finishers. That’s 6 combo fields.

And as for the projectile finishers, the number is very mild. Warriors have 5 physical projectiles on rifles, and that’s out of 6. A two handed weapon for elementalists has 20, so 6 projectile finishers out of 20 is only roughly 1/4 of the skill set. Food for thought: the warrior’s rifle has two skills with 20% chance of becoming projectile finishers but are tied to the AUTOATTACK and the VOLLEY skill, which fires five times rapidly. None of the skills on my skill set has projectile finishers tied to autoattack, similar to staves. Only skills that reflect other similar skills with projectile finishers.

Engineers have a single projectile finisher and leap, but that’s because a majority of its skills are utility based, or skills that do not reflect others with projectile finishers.

Any more questions?

Resident deaf elementalist – Tarnished Coast
Everyone needs a little optimism!

(edited by Azunai.5974)

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Posted by: KeybladeMaster.3148

KeybladeMaster.3148

its a good start, but it seems like a lot of the skills are ones that we already have on other weapons both on ground and under water.

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Posted by: Azunai.5974

Azunai.5974

its a good start, but it seems like a lot of the skills are ones that we already have on other weapons both on ground and under water.

Good point, but I was already aware of it.

I had to strike a balance between mechanics that were already in place and introducing new ones. I felt that making a wildly innovative kit would make it impossible to implement. Therefore, I did my best to create new spells with existing mechanics, like the Magnetic Shot I came up with. Uses an old mechanic, but can be used very differently. I want to do the same for the rest of the kit.

Resident deaf elementalist – Tarnished Coast
Everyone needs a little optimism!

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Posted by: Father Grimm.8467

Father Grimm.8467

Honestly, we don’t need a new skill set. I’m betting Anet frowns on this idea because they’ve already considered the number of different weapon abilities each class gets. We’ll likely only get more when everyone else does, too.

Instead, I’d be much more interested in weapon-switching being enabled. I’d like to have the same flexibility to adjust between range, melee, and AE weapon options that other classes have during combat.