COMBAT+ (Elementalist)

COMBAT+ (Elementalist)

in Elementalist

Posted by: Erasmus.1624

Erasmus.1624

= AURA CHANGES =
BASE CHANGES

  • Auras now grant attack bonuses when striking foes rather than when being struck by a foe; every aura-specific on-hit effect has an internal cooldown of 1 s per target; auras do not stack in intensity nor in duration (new auras of the same type will overwrite old ones).
  • These on-hit effects have a maximum range of 600 (if a player has an aura and successfully strikes a target that is outside of 600 range, no aura effect will be applied to that target). The only exceptions to this rule are magnetic aura and the new fire aura.

  • Your attacks confuse foes. If you successfully evade or block an attack while under the effects of chaos armor, you gain health and fury. (Cannot gain health and fury more than once within the interval; cannot inflict confusion more than once within the interval per target)
  • Healing: 440 (0.2)
  • Fury: 3 s
  • Interval: 1 s
  • Confusion (1): 3 s
  • Interval: 1 s
  • Range: 600
    • This effect now counts as an aura.

  • Your attacks deal more damage.
  • Damage bonus: +15%
    • This aura has no range limit or cooldown on its effect; only a duration limiter like magnetic aura.

  • Cure yourself of burning and chilled when you gain this aura. Your attacks chill foes; gain bonus toughness while this aura is in effect. (Cannot inflict chill more than once within the interval per target)
  • Bonus toughness: +200
  • Chilled: 1½ s
  • Interval: 1 s
  • Range: 600

  • Briefly stun adjacent foes when you gain this aura. Your attacks inflict vulnerability. (Cannot inflict vulnerability more than once within the interval per target)
  • Number of targets: 3
  • Initial stun: ½ s
  • Stun radius: 180
  • Vulnerability (2): 5 s
  • Interval: 1 s
  • Range: 600

  • No changes.

  • Cure a condition when you gain this aura. Your attacks remove boons from foes if they have a total number of active boons that exceeds the threshold. (Cannot remove boons more than once within the interval per target) (You cannot gain this aura more than once every 10 seconds)
  • Initial conditions cured: 1
  • Boon number threshold: 3
  • Boons removed per attack: 1
  • Interval: 3 s
  • Range: 600

= ELEMENTALIST CHANGES =


  • Baseline elemental attunement recharges reduced from 13 s to 10 s.
  • Elementalists have initiative (10 points base); initiative regenerates at a base rate of 1 point every 2 seconds.

  • Conjured weapon 4 and 5 skills moved to traits; conjured weapons now function like Engineer kits.
  • Immobilize no longer stacks in duration.

= SCEPTER =


[Flamestrike] (1)
Cast-time: 1 s

  • Cast out a bolt of fire; deals bonus damage as fire field combo finisher.
  • Damage: (0.4)
  • Damage as a fire field combo finisher: (0.85)
  • Combo Finisher: Physical Projectile
  • Range: 900
    • Elementalist [Fireball] projectile pathing

[Dragon’s Tooth] (2)

  • Recharge reduced from 6 s to 4 s.

[Phoenix] (3a)
Cast-time: ½; Initiative: 3; Recharge: 4 s

  • Leap at your foe to deliver an explosive strike. If you strike a target, you also damage nearby foes with the explosion.
  • Number of targets: 5
  • Damage: 406 (1.1)
  • Combo Finisher: Leap
  • Range: 600
    • Guardian [Leap of Faith]

[Rebirth] (3b)
Cast-time: 0; Initiative: 3

  • Vanish in a cloud of ash and reappear where you first activated Phoenix.
    • This chain skill is only available for 3 seconds and can be activated while in midair.

[Ice Spear] (1a)
Cast-time: ½ s

  • Cast out a spear of ice at your foe.
  • Damage: (0.3)
  • Range: 600

[Ice Lance] (1b)
Cast-time: ½ s

  • Cast out another spear of ice at your foe.
  • Damage: (0.3)
  • Range: 600

[Water Trident] (1c)
Cast-time:

[Shatterstone] (2)
Cast-time: ¾ s; Initiative: 2

  • Conjure a line of ice shards in front of you that explode after a delay.
  • Delay: 1 s
  • Number of impacts: 5
  • Number of targets: 3
  • Impact damage: (0.4)
  • Impact vulnerability (3): 10 s
  • Impact radius: 120
  • Range: 600
    • Koda’s Hammer Ice Shock Wave; each impact first forms a current Elementalist Shatterstone object which then explodes after the listed delay.

Water Trident (3a)
Cast-time: ½ s; Recharge: 12 s

  • Cast a water trident that heals allies. This attack knocks back nearby foes if it combos with a water field.
  • Number of targets: 3
  • Number of allies: 5
  • Damage: 95 (0.2)
  • Healing: 1448 (1.0)
  • Water field combo knock-back: 400
  • Radius: 180
  • Combo Finisher: Blast
  • Range: 900

[Lightning Bolt] (1)
Cast-time: ½ s

  • Cast a lightning bolt at your foe.
  • Damage: (0.4)
  • Range: 900
    • Elementalist [Chain Lightning] projectile pathing; no bounces

[Arc Lightning] (2a)
Cast-time: 1 s; Initiative: 1; Recharge: 8 s

  • Cast an arc of lightning which shocks foes in a line in front of you.
  • Number of targets: 5
  • Damage: (0.9)
  • Width: 150
  • Distance: 600
    • This skill is a chain of functionally identical skills; damage and effects increase as the player casts more skills within the chain.
    • Each chain skill is available to the player for up to 20 seconds before the chain resets and enters into its normal cool-down. If the player uses every skill, then the chain will enter into cool-down as normal.

[Arc Lightning] (2b)
Cast-time: 1 s; Initiative: 1

  • Cast another arc of lightning which shocks foes in a line in front of you.
  • Number of targets: 5
  • Damage: (0.7)
  • Width: 150
  • Distance: 600

[Arc Lightning] (2c)
Cast-time: 1 s; Initiative: 1

  • Cast a powerful arc of lightning which shocks foes and inflicts vulnerability in a line in front of you.
  • Number of targets: 5
  • Damage: (1.4)
  • Vulnerability (5): 10 s
  • Width: 150
  • Distance: 600

[Blinding Flash] (3)

  • Blind duration reduced from 6 s to 2 s.
  • This skill now uses ground-targeting (150 radius) and affects up to 5 foes.
  • Now has an initiative cost of 2.

[Stone Shards] (1)

  • Damage coefficient per strike increased from (0.15) to (0.30).
  • Projectiles no longer inflict bleeding.
  • Projectiles no longer have a projectile finisher chance.

[Rock Barrier] (2a)

  • Recharge reduced from 15 s to 4 s.
  • Now has an initiative cost of 2.

[Hurl] (2b)

  • Now has a cast-time of ½ s.
  • Each rock projectile now inflicts bleeding (1 stack; 6 s).

[Dust Devil (3)

  • Cast-time: ¾ s; Recharge: 12 s
  • Spin and blind nearby foes with a dust cloud; destroy incoming projectiles for a brief period of time.
  • Number of targets: 5
  • Projectile destruction: 1½ s
  • Damage: (0.5)
  • Blind: 3 s
  • Combo Finisher: Whirl
  • Radius: 240
    • Projectile destruction hitbox and visual effect equivalent to that of Ranger [Swirling Strike].

(edited by Erasmus.1624)

COMBAT+ (Elementalist)

in Elementalist

Posted by: Erasmus.1624

Erasmus.1624

= DAGGER MAIN-HAND =


[Dragon’s Claw] (1)

  • Cast-time increased from ½ s to ¾ s.

[Drake’s Breath] (2)
Cast-time: 2¼ s; Recharge: 3 s

  • Spray a cone of fire at foes. This skill’s final strike inflicts burning.
  • Number of targets: 3
  • Strikes (4): every ½ s
  • Damage per normal strike: (0.25)
  • Final strike damage: (1.3)
  • Final strike burning: 5 s
  • Range: 400

[Burning Speed] (3)

  • Recharge reduced from 15 s to 12 s.
  • Evasion duration reduced from ¾ s to ¼ s.
  • Blast radius reduced from 240 to 180.
  • Now has an initiative cost of 2.

[Vapor Blade] (1a)
Cast-time: ½ s

  • Cast out a vapor blade which returns to you.
  • Number of targets: 5
  • Damage: (0.3)
  • Pierces
  • Range: 600

[Vapor Scythe] (1b)
Cast-time: ½ s

  • Cast out a vapor blade which returns to you.
  • Number of targets: 5
  • Damage: (0.3)
  • Pierces
  • Range: 600

[Vapor Barrage] (1c)
Cast-time: 1 s

  • Cast out three vapor blades which inflict vulnerability and deal bonus damage to foes with boons.
  • Number of targets per blade: 5
  • Damage per blade: (0.55)
  • Vulnerability (3) per blade: 8 s
  • Bonus damage per boon: 5%
  • Range: 900
    • These vapor blades are produced in the same way that Poobadoo attacks with his multiple vapor blades.

[Cone of Cold] (2)
Cast-time: 2¼ s; Initiative: 2; Recharge: 3 s

  • Spray an ice blast at foes; this skill’s strikes have increased critical hit chance against foes at or above the vulnerability threshold. This skill’s final strike also heals allies.
  • Number of targets: 3
  • Number of allies: 5
  • Strikes (4): every ½ s
  • Damage per normal strike: (0.25)
  • Final strike damage: (1.3)
  • Final strike healing: 740 (0.3)
  • Vulnerability stack threshold: 10
  • Threshold critical hit chance: 100%
  • Range: 400

[Frozen Burst] (3)
Cast-time: ½ s; Recharge: 15 s

  • Detonate a burst of ice that chills nearby foes. If you successfully combo this skill with a specified field, this skill’s finisher grants bonus effects.
  • Number of targets: 5
  • Number of allies: 5
  • Chilled: 3 s
  • Combo Finisher: Blast
  • Fire field healing: 1448 (1.0)
  • Ice field immobilize: 2 s
  • Radius: 210

[Lightning Whip] (1)
Cast-time increased from ¾ s to 1 s.

Lightning Touch (2)
Cast-time: ½ s; Initiative: 1; Recharge: 5 s

  • Inflict weakness with a shocking touch; inflict heavy vulnerability to foes that are already weakened.
  • Number of targets: 3
  • Weakness: 2½ s
  • Vulnerability (12) vs weakened foes: 10 s
  • Range: 300

Shocking Aura (3)
Cast-time: 0; Recharge: 25 s

  • Briefly stun adjacent foes with electrical energy and gain a shocking aura. While under the effects of this aura, your attacks inflict vulnerability.
  • Number of targets: 5
  • Initial stun: ½ s
  • Stun radius: 180
  • Shocking Aura (5): 4 s
  • Vulnerability (2) per attack: 5 s
    • The stun only occurs once: immediately upon skill activation.
    • Inflicting vulnerability with an attack has a 1 second internal cool-down per unique target. Each time this effect triggers, it consumes 1 stack of [Shocking Aura].

[Stone Dagger] (1a)
Cast-time: ½ s

  • Strike your foe with a stone dagger.
  • Number of targets: 2
  • Damage: (0.4)
  • Range: 130

[Stone Striker] (1b)
Cast-time: ½ s

  • Strike your foe again with a stone dagger.
  • Number of targets: 2
  • Damage: (0.4)
  • Range: 130

[Glowstone] (1c)
Cast-time: 1 s

  • Smash foes in front of you with a heavy blow. Gain initiative for every weakened foe that you strike.
  • Damage: (1.2)
  • Initiative per weakened foe struck: 1
  • Number of targets: 3
  • Range: 300

[Ring of Earth] (2)
Cast-time: 1 s; Initiative: 2; Recharge: 4 s

  • Bleed nearby foes with a ring of rocky spikes; this ring destroys incoming projectiles at its location.
  • Number of targets: 5
  • Projectile destruction: 1½ s
  • Damage: (1.2)
  • Bleeding (2): 6 s
  • Radius: 240

[Magnet Strip] (3)
Cast-time: ½ s; Initiative: 3; Recharge: 10 s

  • Conjure a pulsing strip of magnetized earth along a line in front of you; this strip cripples foes and grants super speed to allies.
  • Number of targets: 5
  • Number of allies: 5
  • Pulses (4): every 1 s
  • Crippled: 1½ s
  • Super speed: 1 s
  • Duration: 3 s
  • Width: 200
  • Distance: 600
    • This strip pulses immediately upon creation and then at the end of every second afterward.

(edited by Erasmus.1624)

COMBAT+ (Elementalist)

in Elementalist

Posted by: Erasmus.1624

Erasmus.1624

= DAGGER OFF-HAND =


[Ring of Fire] (4)
Cast-time: ¾ s; Recharge: 12 s

  • Damage adjacent foes with a ring of fire; this ring burns foes that pass through it.
  • Number of targets: 5
  • Damage: (1.2)
  • Burning: 4 s
  • Duration: 5 s
  • Radius: 210
  • Combo Field: Fire

Fire Grab (5)

  • Cast-time increased from ¾ s to 1¼ s.
  • Recharge reduced from kitten to 20 s.
  • Now has an initiative cost of 6.

Frost Aura (4)
Cast-time: ½ s; Initiative: 2; Recharge: 30 s

  • Gain frost aura; you have increased toughness and your attacks chill foes.
  • Frost aura (3): 4 s
  • Chilled per strike: 1½ s
  • Toughness per stack: +100
    • Each stack of frost aura grants the user +100 toughness and passively applies chilled (1½ s) if the player strikes a foe with an attack.

Cleansing Wave (5)

  • Recharge reduced from 40 s to 30 s.
  • Now has an initiative cost of 3.

[Ride the Lightning] (4)
Cast-time: 0; Initiative: 3; Recharge: 20 s

  • Form. Ride the lightning at rapid speed.
  • Ride the Lightning: 2 s
    • This skill now grants the player an active skill in the 1 slot while the form is active.

[Shock] (weapon slot 1 while in Ride the Lightning form)
Cast-time: 0

  • Exit your form and strike adjacent foes with an electrical burst.
  • Number of targets: 5
  • Damage: (1.2)
  • Radius: 180

[Updraft] (5)
Cast-time: 0; Initiative: 3; Recharge: 20 s

  • Unleash a gust of wind that knocks back nearby foes and grants you super speed.
  • Number of targets: 5
  • Knock back: 200
  • Radius: 180
  • Evade: ½ s
  • Super speed: 3 s
  • Retreat distance: 300
    • Roll animation now executes faster.

[Earthquake] (4)

  • Now also inflicts weakness for 3 seconds.
  • Recharge reduced from kitten to 20 s.
  • Damage coefficient reduced from (1.0) to (0.4).
  • Knock-down duration reduced from 2 s to ½ s.
  • Now has an initiative cost of 3.

Churning Earth (5)

  • Recharge reduced from 30 s to 20 s.
  • Total cast-time reduced from 3¼ s to 2¼ s; crippling pulses reduced from 4 to 3.
  • The crippling pulses now also remove super speed.
  • Now has an initiative cost of 4.

= FOCUS OFF-HAND =


[Inferno] (4)
Cast-time: ¾ s; Recharge: 12 s

  • Create a wall of fire that destroys incoming projectles in front of you; this wall follows you. At the end of its duration, your wall explodes and damages foes in a cone in front of you.
  • Wall duration: 3 s
  • Combo Field: Fire
  • Number of foes: 5
  • Explosion damage within 0-200 range: 625 (1.6)
  • Explosion damage within 200-300 range: 574 (1.4)
  • Explosion damage within 300-400 range: 469 (1.2)
  • Explosion damage within 400-500 range: 391 (1.0)
  • Range: 500
    • Revenant Field of the Mists “follow” mechanic; Engineer [Blunderbuss] cone.

[Fire Aura] (5)
Cast-time: 0; Initiative: 4; Recharge: 25 s

  • Gain Fire Aura; your attacks have an explosive effect.
  • Fire Aura (3): 4 s
  • Number of explosion targets: 5
  • Explosion damage on attack: (0.8)
  • Explosion radius: 180
    • Explosion damage cannot critically hit.
    • Explosion damage trigger has a global cool-down of 1 s; this effect triggers around a struck target (max range of this trigger: 600 units).
    • Explosion visual effect equivalent to current Sigil of Fire proc.

Freezing Gust (4)
Cast-time: ¾ s; Initiative: 2; Recharge: 20 s

  • Unleash a gust that chills and immobilizes foes in a line.
  • Number of strikes: 6
  • Number of targets: 3
  • Chilled: 2 s
  • Immobilized: 1 s
  • Range: 600
    • Projectile hit-box, travel speed and behavior are equivalent to Elementalist [Fiery Whirl] shortened to 600 range.
    • This attack will strike twice if it passes normally through a standard player hit-box; the tool tip describes the effect of a single hit.

Comet (5)

  • Cast-time reduced from ¾ s to ¼ s.
  • Recharge reduced from 25 s to 20 s.
  • Daze reduced from 2 s to 1 s.
  • Radius reduced from 180 to 150.
  • This skill now uses ground-targeting.
  • Now has an initiative cost of 3.

Swirling Winds (4)

  • Duration reduced from 6 s to 4 s.
  • Recharge reduced from 30 s to 25 s.
  • Now has an initiative cost of 2.

Gale (5)

  • Cast-time: 1 s; Initiative: 3; Recharge: 40 s
  • Charge forward and knock down adjacent foes upon impact.
  • Number of targets: 5
  • Knock down: ¾ s
  • Knock down radius: 180
  • Combo Finisher: Leap
  • Range: 600
    • Warrior [Bull’s Charge].

Magnetic Wave (4)
Cast-time: 0; Recharge: 20 s

  • Reflect projectiles with a magnetic surge. This wave dazes weakened foes.
  • Reflection duration: 3 s
  • Daze vs weakened foes: ½ s
  • Radius: 240
  • Combo Finisher: Blast
    • This skill no longer deals damage.

Obsidian Flesh (5)
Cast-time: 3½ s; Initiative: 4; Recharge: 30 s

  • Gain a toughness bonus and lose conditions with each pulse; whenever you lose a condition in this way, you damage and bleed nearby foes.
  • Pulses (4): every ¾ s
  • Pulse conditions removed: 1
  • Obsidian Flesh (10 s): +250 toughness
  • Number of targets: 5
  • Condition removal damage: (0.55)
  • Condition removal bleeding (2): 8 s
  • Damage radius: 240

(edited by Erasmus.1624)

COMBAT+ (Elementalist)

in Elementalist

Posted by: Erasmus.1624

Erasmus.1624

= STAFF =


Fireball (1)

  • Explosion radius reduced from 180 to 150.

Lava Font (2)

  • Recharge reduced from 6 s to 4 s.
  • Radius reduced from 180 to 150.

Flame Burst (3)

  • Recharge reduced from 10 s to 8.
  • This skill now uses ground-targeting (1200 range; 180 radius)
  • Burning duration reduced from 6 s to 5 s.
  • No longer deals damage.

Burning Retreat (4)

  • Evasion duration reduced from 1 s to ½ s.
  • Recharge reduced from 20 s to 15 s.
  • Now has an initiative cost of 3.

Meteor Shower (5)

  • Recharge reduced from 30 s to 25 s.
  • Total AoE radius reduced from 360 to 300.
  • Meteor impact radius increased from 180 to 150.
  • Now has an initiative cost of 6.

Frozen Ground (4)

  • Recharge reduced from 40 s to 35 s.
  • Radius reduced from 300 to 240.
  • Now has an initiative cost of 3.

Healing Rain (5)

  • Recharge reduced from 45 to 40 s.
  • Radius reduced from 450 to 360.
  • Each regeneration pulse replaced with a healing packet of 550 (0.5).
  • Now has an initiative cost of 4.

Lightning Surge (2)
Cast-time: 1¼ s; Recharge: 8 s

  • Shoot a rapid, piercing, blinding bolt of lightning. Every time this bolt strikes a foe, it also damages adjacent foes.
  • Number of targets: 5
  • Damage: (1.2)
  • Blind: 3 s
  • Radius on impact: 180
  • Pierces
  • Range: 1200
    • Ranger [Long Range Shot] projectile pathing and speed
    • Each time this projectile strikes a foe, it triggers an AoE damage packet and blind that strikes up to 5 foes at that target’s location (the stuck target + up to 4 others); this AoE trigger has no cooldown or limit aside from the total number of targets that can be struck by the projectile itself: 5 as listed in the tooltip.

Gust (3)

  • Recharge reduced from 30 s to 20 s.

Windborne Speed (4)

  • Recharge reduced from 30 s to 20 s.
  • Now is a whirl finisher.
  • No longer grants swiftness.
  • Now grants super speed (3 s).
  • Now has an initiative cost of 2.

[Static Field] (5)

  • Recharge reduced from 40 s to 30 s.
  • Radius reduced from 240 to 210.
  • Now has an initiative cost of 4.

Stoning (1)

  • Weakness duration reduced from 3 s to 2 s.

Eruption (2)

  • Recharge reduced from 6 s to 5 s.

Magnetic Aura (3)

  • Recharge reduced from 30 s to 15 s.
  • Duration reduced from 5 s to 3 s.
  • Now has an initiative cost of 3.

Shockwave (5)
Cast-time: 1 s; Initiative: 3; Recharge: 25 s

  • Slam the ground with your staff and unleash a cascading shockwave in front of you; this attack deals more effects to foes in close range.
  • Number of impacts: 3
  • Number of targets: 5
  • Damage per impact: (1.0)
  • First impact immobilize: 2 s
  • Second impact weakened: 4 s
  • Final impact crippled: 5 s
  • Range: 1200
  • Unblockable
    • Revenant [Coalescence of Ruin]; attack animation taken from Experimental Staff (2 skill) at the Goldenlight Hallow heart.
    • The first impact inflicts all three listed impact effects (immobilized, crippled, weakened), the second inflicts only the bottom two (crippled, weakened), the third only inflicts the weakness; damage is equal for all impacts.

(edited by Erasmus.1624)

COMBAT+ (Elementalist)

in Elementalist

Posted by: Erasmus.1624

Erasmus.1624

= HEALING SKILLS =


[Ether Renewal]
Cast-time: 3½ s – Recharge: 15 s

  • Cantrip. Heal yourself and cure a condition with every pulse.
  • Pulses (4x): every ¾ s
  • Pulse healing: 1250 (0.15)
  • Pulse conditions removed: 1

[Glyph of Elemental Harmony]
Cast-time: 1¼ s; Recharge: 20 s

  • Glyph. Heal yourself and gain a bonus based on your current attunement. The next time you attune to an element, you gain an affect based on that element.
  • Initial self-heal: 4150 (0.75)
  • Aura of Restoration: 8 s
  • Fire attunement: Generate a Blast Finisher
  • Water attunement: Cure up to 2 conditions
  • Air attunement: Gain super speed (3 s)
  • Earth attunement: Gain aegis (3 s)

[Signet of Restoration]
Cast-time: 1 s; Recharge: 20 s

  • Signet. Recharge your attunements. Heal yourself and gain initiative.
  • Healing: 4150 (0.75)
  • Initiative: 5

= ARCANE =


[Arcane Blast]
Cast-time: ¾ s; Recharge: 15 s

  • Fire a bolt of arcane energy at your foe; gain initiative if it hits.
  • Number of targets: 3
  • Damage: (1.0)
  • Initiative: 3
  • Damage radius: 150
  • Range: 1200
    • Now uses Elementalist [Fireball] projectile pathing.
    • Initiative gain is always 3 (as long as the attack hits) regardless of the number of targets struck.
    • No longer is a guaranteed critical hit.

[Arcane Mirror]
Cast-time: 0; Recharge: 30 s

  • Create a ward of energy which reflects projectiles in front of you.
  • Duration: 4 s
    • Arcane Mirror model and hitbox taken from “reflect shield” ability on the Arah story mode ship cannons.

[Arcane Shield]

  • Recharge reduced from 75 s to 50 s.
  • Duration reduced from 5 s to 2 s.
  • Explosion damage adjusted from 369 (critical) to a base damage coefficient of (1.6).
    • No longer is a guaranteed critical hit.

[Arcane Wave]
Cast-time: 0; Recharge: 25 s

  • Blast foes at the target area with an energy wave.
  • Delay: 1 s
  • Number of targets: 5
  • Damage: (1.4)
  • Radius: 180
  • Combo Finisher: Blast
  • Range: 1200
    • Now has a delay period of 1 s after cast before it deals its damage and effects; needs a ring visual cue model to denote that it is going to strike after its delay.
    • No longer is a guaranteed critical hit.

= GLYPHS =


[Glyph of Elemental Power]
Cast-time: 0; Recharge: 30 s

  • Glyph. Recharge your attunements. Whenever you attune to an element, you gain a bonus based on that element.
  • Elemental Power (2): 8 s
  • Fire attunement unblockable strikes (3): 5 s
  • Water attunement frost aura: 5 s
  • Air attunement initiative: 3
  • Earth attunement stability (1): 5 s
  • Breaks stun.

[Glyph of Renewal]
Cast-time: ¾ s; Recharge: 60 s

  • Glyph. For 10 seconds, you have +5 maximum initiative; you gain initiative whenever you swap attunements.
  • Renewing Aura: 10 s
  • Initiative gained upon attunement swap: 2

[Glyph of Storms]

  • Cast-time reduced from 1¼ s to 1 s.
  • Recharge reduced from 60 s to 40 s.
  • Firestorm no longer inflicts burning.
  • Lightning Storm duration reduced from 9 s to 6 s (impacts reduced from 36 to 24).
  • Sandstorm reduced from 10 s to 6 s (pulses reduced from 11 to 7).

[Glyph of Lesser Elementals]

  • Recharge reduced from 40 s to 30 s.
  • This skill now begins recharging the instant that it is successfully cast.
  • Each summon’s HP pool increased by 20% respectively.
  • Air Elemental’s chain skill now grants super speed (3 s) instead of swiftness.

= SIGNETS =


[Signet of Air]
Cast-time: 0; Recharge: 25 s

  • Blind nearby foes and gain super speed.
  • Super speed: 3 s
  • Number of foes: 5
  • Blind: 3 s
  • Radius: 240
  • Breaks stun

[Signet of Earth]
Cast-time: ¼ s; Recharge: 30 s

  • Create a rocky outcrop which immobilizes, cripples and bleeds foes that cross it.
  • Immobilize: ¾ s
  • Crippled: 3 s
  • Bleeding (4): 6 s
  • Line duration: 3 s
  • Range: 900
    • Elementalist [Unsteady Ground].

[Signet of Fire]
Cast-time: ¼ s; Recharge: 12 s

  • Ignite a fire at the target area.
  • Pulses (5): every 1 s
  • Pulse damage: (0.85)
  • Duration: 5 s
  • Combo Field: Fire
  • Radius: 180
  • Range: 900
    • Damage ticks at the end of every second.

[Signet of Water]
Cast-time: ¾ s; Recharge: 35 s

  • Conjure a pool of freezing water which heals allies and chills foes at the target area.
  • Number of allies: 5
  • Number of targets: 5
  • Pulses (3): every 2 s
  • Duration: 4 s
  • Healing: 808 (0.5)
  • Chilled: 3 s
  • Radius: 210
  • Combo Field: Water
  • Range: 900
    • First pulse occurs immediately upon creation and then at the end of every interval thereafter.

= CANTRIPS =


Armor of Earth (Xa)
Cast-time: 1½ s; Recharge: 25 s

  • Gain protection, stability and block incoming attacks; gain initiative for each attack that you block. Cannot gain initiative more than once within the interval.
  • Protection: 5 s
  • Stability (2): 5 s
  • Armor of Earth: 2 s
  • Initiative gained per blocked attack: 2
  • Interval: 1 s
  • Breaks stun
    • Now uses the current Elementalist [Fortify] visual model; player can move while channeling this skill.

Stone Blast (Xb)
Cast-time: 1 s

  • Stop blocking and release your armor of earth in an explosion of dust and stone that launches adjacent foes.
  • Number of targets: 5
  • Damage: (0.8)
  • Launch: 450
  • Combo Finisher: Blast
  • Radius: 180

Cleansing Fire

  • Recharge reduced from 40 s to 35 s.
  • Condition cleanse now also affects up to 5 nearby allies (240 radius).
  • Now also inflicts revealed (4 s).

Lightning Flash

  • Recharge reduced from 40 s to 30 s.
  • No longer deals damage.

Mist Form

  • Recharge reduced from 75 s to 50 s.
  • Form duration reduced from 3 s to 1½ s.
  • Now also grants super speed (3 s).

(edited by Erasmus.1624)

COMBAT+ (Elementalist)

in Elementalist

Posted by: Erasmus.1624

Erasmus.1624

= CONJURED WEAPONS =

[Conjure Earth Shield]
Cast-time: 0; Initiative: 2

  • Conjured weapon. Manifest a magnetic shield in your hands.
  • Conjure earth charges (5): 1 m
    • Engineer kit style weapon bundle.
    • No longer grants stat bonuses while wielded.

Magnet Shield (1a)
Cast-time: ½ s

  • Throw your shield in a line.
  • Damage: (0.3)
  • Range: 900
    • This skill does not consume a conjure charge.

Shield Spin (1b)

  • Cast-time: ¾ s
  • Spin forward, smacking foes with your shield.
  • Number of targets: 3
  • Number of strikes: 2
  • Damage per strike: (0.3)
  • Combo Finisher: Whirl
  • Range: 300
    • This skill does not consume a conjure charge.
    • Shortened version of Warrior [Whirlwind Attack].

Shield Smash (1c)
Cast-time: ¾ s; Charges: 1

  • Smash nearby foes with your shield.
  • Number of targets: 5
  • Damage: (1.4)
  • Range: 150
    • This skill does still consume a conjure charge.

Stone Sheath (2)
Cast-time: ¾ s; Recharge: 25 s; Charges: 2

  • Spin around and strike adjacent foes with your shield. Struck foes temporarily have greatly reduced precision.
  • Number of foes: 5
  • Damage: (0.2)
  • Stone Sheath (3 s): -1000 precision
  • Combo Finisher: Whirl
  • Radius: 210

Magnetic Surge (3)
Cast-time: ¼ s; Recharge: 25 s; Charges: 3

  • Unleash a piercing magnetic surge which dazes foes. This skill removes boons from foes at close range; gain might and protection for each boon removed in this way.
  • Number of foes: 5
  • Daze: 1 s
  • Boons removed from foes within 300 range: 2
  • Might (1) per boon removed: 8 s
  • Protection per boon removed: 1 s
  • Pierces
  • Combo Finisher: Projectile
  • Range: 600

[Conjure Flame Axe]
Cast-time: 0; Initiative: 2

  • Conjured weapon. Manifest a lava axe in your hands.
  • Conjure flame charges (5): 1 m
    • Engineer kit style weapon bundle.
    • No longer grants stat bonuses while wielded.

Lava Axe (1)
Cast-time: 1 s; Charges: 1

  • Throw a lava axe at your foe; inflicts vulnerability to burning foes.
  • Damage: (0.75)
  • Vulnerability (3) vs burning foes: 6 s
  • Range: 900

Explosive Lava Axe (2)
Cast-time: ¾ s; Recharge: 4 s; Charges: 2

  • Throw an explosive lava axe at the target location.
  • Number of targets: 5
  • Damage: (1.2)
  • Radius: 180
  • Combo Finisher: Blast
  • Range: 900
  • Minimum range: 100

[Flame Leap] (3)
Cast-time: ¼ s; Recharge: 10 s; Charges: 1

  • Leap to the target location and strike foes with a burning attack.
  • Number of targets: 5
  • Damage: (1.2)
  • Burning: 6 s
  • Radius: 180
  • Combo Finisher: Leap
  • Range: 700
    • Engineer [Jump Shot] without the initial “leap damage” packet.

[Conjure Frost Bow]
Cast-time: 0; Initiative: 2

  • Conjured weapon. Manifest a frost bow in your hands.
  • Conjure flame charges (5): 1 m
    • Engineer kit style weapon bundle.
    • No longer grants stat bonuses while wielded.

Water Arrow (1)
Cast-time: 1 s; Charges: 1

  • Fire an arrow of water that freezes as it travels; inflicts bleeding based on distance traveled.
  • Damage: (0.4)
  • Bleeding at 300-600 range: 3 s
  • Bleeding (2) at 600-900 range: 3 s
  • Bleeding (3) at 900-1200 range: 3 s
  • Range: 1200

Frost Volley (2)
Cast-time: 1½ s; Charges: 2

  • Rapidly fire three shots at your foe.
  • Damage per shot: (0.4)
  • Vulnerability (2) per shot: 5 s
  • Combo Finisher: Physical Projectile
  • Range: 900
    • Elementalist [Stone Shards] channel and projectile behavior.

Mirror of Ice (3)
Cast-time: 0; Recharge: 15 s; Charges: 2

  • Conjure a mirror of ice which reflects projectiles in front of you.
  • Duration: 2 s
  • Combo Field: Ice
    • Narrow section of Revenant [Field of the Mists].

[Conjure Lightning Hammer]
Cast-time: 0

  • Conjured weapon. Manifest a lightning hammer in your hands.
  • Conjure flame charges (5): 1 m
    • Engineer kit style weapon bundle.
    • No longer grants stat bonuses while wielded.

Lightning Swing (1a)

  • Damage coefficient reduced from (0.97) to (0.45)
  • No longer consumes a charge.

Static Swing (1b)

  • Damage coefficient reduced from (0.97) to (0.45)
  • No longer consumes a charge.

Thunderclap (1c)

  • Cast-time increased from ½ s to 1 s.
  • Damage coefficient increased from (1.5) to (1.6).
  • No longer inflicts blind.

Lightning Leap (2)
Cast-time: ¾ s; Recharge: 8 s; Charges: 3

  • Leap and strike foes; gain initiative for each foe you strike.
  • Number of targets: 3
  • Damage: (0.9)
  • Initiative gained per foe struck: 1
  • Combo Finisher: Leap
  • Range: 600

Wind Blast (3)
Cast-time: 1 s; Recharge: 25 s; Charges: 3

  • Launch foes with a powerful wind blast.
  • Number of targets: 3
  • Launch: 600
  • Range: 130
    • No longer deals damage.

(edited by Erasmus.1624)

COMBAT+ (Elementalist)

in Elementalist

Posted by: Erasmus.1624

Erasmus.1624

= ELITE SKILLS =


[Glyph of Elementals]

  • Recharge reduced from 90 s to 60 s.
  • This skill now begins recharging the instant that it is successfully cast.
  • Each summon’s HP pool increased by 10% respectively.
  • Earth Elemental’s chain skill now counts as a blast finisher.

[Tornado]
Cast-time: 0

  • Gain tornado form abilities.
    • This skill now activates instantly; still counts as a form but has no set duration.
    • While in this form, the player is surrounded by a wind effect.

[Electrified Tornado] (1)
Cast-time: 1 s; Recharge: 150

  • Cantrip. Gain stability and shape-shift into a tornado that damages and launches foes; this tornado shoots lightning bolts that bounce between foes.
  • Stability (1): 3 s
  • Number of targets: 5
  • Tornado damage: (1.1)
  • Tornado launch: 600
  • Lightning bolt damage: (1.25)
  • Number of bounces: 3
  • Number of casts per interval: 3
  • Damage pulse interval: 3 s
  • Duration: 6 s
  • Combo finisher: Whirl
  • Combo field: Lightning
  • Radius: 240
  • Unblockable

[Dust Tornado] (2)
Cast-time: 1 s; Recharge: 150

  • Cantrip. Gain stability and shape-shift into a tornado that damages and launches foes; this tornado shoots blinding dust devils.
  • Stability (1): 3 s
  • Number of targets: 5
  • Tornado damage: (1.1)
  • Tornado launch: 600
  • Dust devil damage: (1.25)
  • Blind: 5 s
  • Number of casts per interval: 2
  • Damage pulse interval: 3 s
  • Duration: 6 s
  • Combo finisher: Whirl
  • Combo field: Lightning
  • Radius: 240
  • Unblockable

[Debris Tornado] (3)
Cast-time: 1 s; Recharge: 150

  • Cantrip. Gain stability and shape-shift into a tornado that damages and launches foes; this tornado shoots out debris that knocks back foes.
  • Stability (1): 3 s
  • Number of targets: 5
  • Tornado damage: (1.1)
  • Tornado launch: 600
  • Debris damage: (1.25)
  • Number of bounces: 3
  • Number of casts per interval: 3
  • Damage pulse interval: 3 s
  • Duration: 6 s
  • Combo finisher: Whirl
  • Combo field: Lightning
  • Radius: 240
  • Unblockable

[Conjure Fiery Greatsword]
Cast-time: ¾ s; Initiative: 2; Recharge: 25 s

  • Conjured weapon. Manifest a fiery greatsword in your hands.
  • Conjure fiery greatsword charges (10): 1 m
    • Engineer kit style weapon bundle.
    • No longer grants stat bonuses while wielded.

[Flame Slash] (1)
Cast-time: 1 s; Charges: 1

  • Swing and release a fireball that explodes on impact, damaging adjacent foes.
  • Number of targets: 3
  • Damage: (0.85)
  • Impact radius: 150
  • Range: 1200

Fiery Eruption (2)
Cast-time: 1¼ s; Recharge: 3 s; Charges: 2

  • Ram your sword into the ground and erupt fire in a line in front of you.
  • Number of targets: 5
  • Pulses (4): every 1 s
  • Damage per pulse: (0.65)
  • Burning per pulse: 1 s
  • Duration: 3 s
  • Range: 480
    • Revenant [Searing Fissure].
    • Pulses immediately upon creation and at the end of each second thereafter.

Fiery Whirl (3)
Cast-time: ¼ s; Recharge: 3 s; Charges: 4

  • Advance forward, slashing foes in your way.
  • Number of impacts: 8
  • Number of targets: 3
  • Damage: (0.2)
  • Crippled: ¾ s
  • Evasion: ½ s
  • Combo Finisher: Whirl
  • Damage radius: 130
  • Range: 900

Fiery Rush (4a)
Cast-time: 0; Recharge: 10 s

  • Gain haste.
  • Haste: 2 s

Fiery Slash (4b)
Cast-time: ½ s; Charges: 2

  • Leap and slash at your foe; damage adjacent foes if you hit.
  • Number of targets: 3
  • Damage: (1.4)
  • Radius: 180
  • Combo Finisher: Leap
  • Range: 600
    • Guardian [Leap of Faith].

Firestorm (5)
Cast-time: ¾ s; Recharge: 20 s

  • Call down a firestorm on the target area.
  • Number of targets: 10
  • Damage: (0.75)
  • Duration: 8 s
  • Radius: 180
  • Range: 900

(edited by Erasmus.1624)

COMBAT+ (Elementalist)

in Elementalist

Posted by: Erasmus.1624

Erasmus.1624

= FIRE MAGIC (traits) =


[Fire’s Embrace] (I – A1)

  • Gain a fire aura whenever you use a glyph or signet.
  • Fire aura: 2 s

[Fire Blast] (II – A2)

  • Whenever you attune to fire, you generate a blast finisher.

[Renewing Flame] (III – A3)

  • Gain initiative when you attune to fire.
  • Initiative: 1

[Flame Axe Mastery] (IV – M1)

  • Gain Flame Leap and Ardent Bond as flame axe abilities.

Molten Rush (4)
Cast-time: ½ s; Recharge: 15 s; Charges: 3

  • Gain super speed and leave behind patches of molten ground as you move.
  • Super speed: 2 s
  • Molten Rush: 2 s
  • Number of targets: 5
  • Molten patches created (3): every 1 s
  • Molten patch pulse (3): every 1 s
  • Damage: (0.5)
  • Duration: 3 s
  • Radius: 100
    • Molten patches generated by Engineer [Slick Shoes] mechanic; first patch generated upon skill activation and one patch generated at the end of every second thereafter.
    • Molten patch pulses occur at the end of each second (no damage dealt upon initial patch creation).

[Ardent Bond] (5)
Cast-time: ½ s; Recharge: 40 s; Charges: 5

  • Grant fury and a fire aura to yourself and nearby allies.
  • Number of allies: 5
  • Fury: 8 s
  • Fire aura: 5 s
  • Radius: 360

[Furious Flames] (V – M2)

  • Blast finishers you execute on fire fields grant fury; fire fields last longer.
  • Number of allies: 5
  • Fury: 8 s
  • Radius: 360
  • Fire field duration increase: 2 s

[Mage Flame] (VI – M3)
Recharge: 10 s

  • You deal more damage to burning foes. While attuned to fire, inflicting burning also removes a boon.
  • Boons removed: 1
  • Damage increase vs burning foes: 10%
    • Boon removal cool-down is per target rather than global; only in effect while attuned to fire.
    • Damage bonus vs burning targets is constant across all attunements.

[Conjurer] (VII – GM1)

  • Conjured weapons no longer cost initiative to activate.

[Steam Cloud] (VIII – GM2)
Recharge: 15 s

  • While attuned to fire, blast finishers you execute in water fields produce a line of steam which destroys incoming projectiles.
  • Line duration: 4 s
  • Combo Field: Smoke
    • Produces a recolored Thief [Smoke Screen] model.
    • This trait needs to appear on the player’s HUD in order to allow the user to know when it is fully recharged and available for use (same mechanic as Engineer [Streamlined Kits]).

[Glowing Gaze] (IX – GM3)

  • Recharge: 5 s
  • While attuned to fire, you gain might and initiative whenever you strike a burning foe.
  • Might (3): 10 s
  • Initiative: 2
    • Cool-down is global.

(edited by Erasmus.1624)

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Posted by: Erasmus.1624

Erasmus.1624

= AIR MAGIC (traits) =


Inscription (I – A1)

  • Whenever you cast a glyph, you and nearby allies gain a bonus associated with your current attunement.
  • Number of allies: 5
  • Fire attunement might (3): 10 s
  • Water attunement healing: 808 (0.5)
  • Air attunement super speed: 2½ s
  • Earth attunement conditions cured: 2
  • Radius: 300

[Strong Winds] (II – A2)
Recharge: 15 s

  • You cast a smaller form of [Swirling Winds] whenever you successfully perform a whirl finisher.
  • Swirling winds: 3 s
  • Radius: 180
    • This trait only triggers if the player successfully combos a whirl finisher with a valid field.
    • This trait needs to appear on the player’s HUD in order to allow the user to know when it is fully recharged and available for use (same mechanic as Engineer [Streamlined Kits]).

One with Air (III – A3)

  • You recover more quickly from crippling, immobilization, and chilling. Gain super speed when you attune to air.
  • Conditions affected: Immobilize; Crippled; Chilled
  • Condition recharge reduction: 33%
  • Super speed: 3 s

[Lightning Hammer Mastery] (IV – M1)

  • Gain Lightning Storm and Static Ward as lightning hammer abilities.

[Lightning Storm] (4)
Cast-time: 1 s; Recharge: 15 s

  • Randomly strike the target area with lightning.
  • Number of impacts (20): every
  • Damage per impact: (0.45)
  • Duration: 5 s
  • Radius: 180
  • Range: 900
    • Lightning strike AoE radius remains the same; only the total area radius in which the lightning strikes appear has been adjusted to 180.
    • This skill now uses ground-targeting.

[Static Ward] (5)
Cast-time: ¾ s; Recharge: 35 s

  • Conjure a line of electricity that immobilizes and removes boons from foes that cross it.
  • Immobilize: 2 s
  • Boons removed: 3
  • Duration: 4 s
  • Unblockable
  • Range: 900
    • This skill now uses ground-targeting.

[Lightning Rod] (V – M2)

  • While attuned to air, you strike foes with an enervating lightning bolt when you disable them.
  • Damage: (0.4)
  • Weakness: 5 s

[Bold Wind] (VI – M3)

  • Every second that you are under the effects of super speed, you gain a stacking ferocity bonus. You recover initiative faster while under the effects of super speed.
  • Bold Wind (8 s): +30 ferocity
  • Maximum stacks: 10
  • Interval: 1 s
  • Super speed initiative regeneration speed increase: 100%
    • The player also benefits from this trait’s healing.

Brilliant Flash (VI – GM1)

  • Blinding Flash is now Brilliant Flash.

[Brilliant Flash] (Air Scepter 3 – Traited)
Cast-time: 0; Initiative: 4; Recharge: 25 s

  • Blind and reveal nearby foes.
  • Number of targets: 5
  • Blind: 4 s
  • Reveal: 4 s
  • Radius: 240
    • This skill is now an instant PBAoE attack instead of a ground-targeted ability.

Bolt to the Heart (VIII – GM2)

  • Deal more damage when your foe’s health drops below the threshold.
  • Damage increase: 20%
  • Health threshold: 50%

Fresh Air (IX – GM3)
Recharge: 10 s

  • Your air attunement recharges faster. While attuned to air, you recharge your air skills when you interrupt a foe.
  • Air attunement recharge reduction: 50%
  • Air skill recharge reduction on foe interruption: 25%
    • The cool-down is global and only governs the air skill recharge reduction trigger.

(edited by Erasmus.1624)

COMBAT+ (Elementalist)

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Posted by: Erasmus.1624

Erasmus.1624

= EARTH MAGIC (traits) =


Stone Splinters (I – A1)
Recharge: 3 s

  • While attuned to earth, you bleed adjacent foes whenever you successfully evade or block an attack.
  • Number of targets: 3
  • Bleeding (2): 5 s
  • Radius: 180
    • Damage bonus vs targets at 600 range or less is constant across all attunements.
    • The cool-down is per-target and only governs the air skill recharge reduction trigger.

[Written in Stone] (II – A2)

  • When you swap attunements, the next outgoing attack from you and allies in the area are unblockable.
  • Number of allies: 5
  • Unblockable (1): 2 s
  • Radius: 360
  • Combat only

[Ward Against Melee] (III – A3)

  • You take less damage from foes within close range. You deal more damage to foes within close
  • Damage bonus vs foes within 600 range: +10%
  • Damage reduction vs foes within 600 range: -10%

[Earth Shield Master] (IV – M1)

  • Gain Magnetic Shield and Fortify as earth shield abilities.

[Magnetic Shield] (4)
Cast-time: 1¼ s; Recharge: 25 s; Charges: 2

  • Pull foes in the area to you with magnetic force.
  • Number of targets: 5
  • Pull: 500
  • Radius: 600
  • Unblockable

[Fortify] (5)
Cast-time: 1½ s; Recharge: 50 s; Charges: 5

  • Cure conditions on yourself and allies in the area. Affected allies are temporarily immune to incoming conditions.
  • Number of allies: 5
  • Initial conditions removed: 2
  • Fortify (3 s): Immune to incoming conditions
  • Radius: 600

[Heavy Rollout] (V – M2)
Recharge: 10 s

  • While attuned to earth, you cast a form of Churning Earth whenever you dodge.
  • Number of targets: 5
  • Bleeding (2): 4 s
  • Radius: 240
  • Combo Finisher: Blast
  • Combat only

[Kinetic Armor] (VI – M3)

  • Gain permanent power based on your toughness. Attuning to an element grants a stacking toughness bonus.
  • Gain power based on a percentage of toughness: 7%
  • Kinetic Armor (8 s): +100 toughness
  • Combat only

[Diamond Skin] (VII – GM1)
Recharge: 1 s

  • While attuned to earth, you have reduced incoming condition duration. While attuned to earth, you create a crystal at your location whenever you lose a condition; this crystal explodes after a delay, damaging adjacent foes.
  • Crystal delay: 2 s
  • Number of targets: 5
  • Damage: (1.2)
  • Radius: 180
  • Incoming condition duration reduction while attuned to earth: 50%
    • This trait’s “lose a condition” trigger casts a skill which instantly summons an “arcane pink” color palate version of the current Elementalist [Shatterstone] skill; the listed cooldown only governs the crystal generation effect.

Rock Solid (VIII – GM2)

  • When you attune to earth, you break stun on yourself and nearby allies.
  • Number of allies: 5
  • Radius: 360

Stone Heart (IX – GM3)

  • When you attune to earth, you cast Stone Sheath on nearby foes.
  • Number of targets: 5
  • Stone Sheath (3 s): -1000 precision
  • Radius: 240
  • Combat only

(edited by Erasmus.1624)

COMBAT+ (Elementalist)

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Posted by: Erasmus.1624

Erasmus.1624

= WATER MAGIC (traits) =


[Piercing Shards] (I – A1)
Recharge: 5 s

  • Deal more damage to vulnerable foes. While attuned to water, you inflict bleeding when you apply vulnerability stacks to a target that equal or surpass the threshold.
  • Damage increase vs vulnerable foes: 5%
  • Vulnerability stack threshold: 5
  • Threshold bleeding (3): 5 s
    • The cool-down is per target rather than global and governs only the bleeding trigger.
    • Damage bonus vs vulnerable targets is constant across all attunements.

[Slippery Ground] (II – A2)

  • Blast finishers you execute on frost fields remove stability from nearby foes. Whirl finishers you execute on frost fields knock down adjacent foes.
  • Number of targets: 5
  • Frost field blast finisher boon removed: Stability
  • Blast radius: 240
  • Unblockable
  • Frost field whirl finisher knock down: ¾ s
  • Whirl radius: 180
  • Unblockable

[Mighty Spring] (III – A3)

  • [Signet of Water] is now [Signet of Springs].

[Signet of Springs (Signet of Water – traited)
Cast-time: ¼ s; Recharge: 15 s

  • Cure immobilize, crippled and chilled; conjure a burst of spring water beneath you that heals allies and propels you through the air in a mighty leap to the target location. Heal allies where you land.
  • Conditions cured: Immobilize; Crippled; Chilled
  • Evade: ¾ s
  • Number of allies: 5
  • Initial healing: 808 (0.5)
  • Landing healing 808 (0.5)
  • Blast finisher
  • Range: 500,000
    • Leap mechanic equivalent to Klagg’s jump shot rifle at his vista in Lion’s Arch.
    • The initial jump is the blast finisher trigger.

[Ice Bow Mastery] (IV – M1)

  • Gain Ice Storm and Deep Freeze as frost bow abilities.

Ice Storm (4)
Cast-time: 2¾ s; Recharge: 35 s; Charges: 5

  • Call down an ice storm on the target area.
  • Impacts: 24
  • Damage per impact: (0.75)
  • Radius: 210
  • Range: 900
    • Strikes no longer inflict bleeding.

Deep Freeze (5)
Cast-time: 1¼ s; Recharge: 40 s; Charges: 5

  • Stun and foes in front of you with a cascading icy blast which leaves behind a chilling field.
  • Number of targets: 5
  • Cascading attacks: 6
  • Stun per cascading attack: ½ s
  • Field pulses (6): every 1 s
  • Chill per pulse: 1½ s
  • Field duration: 5 s
  • Combo Field: Ice
  • Range: 600
    • Revenant [Inspiring Reinforcement]
    • The player can now move while activating this skill.

[Healing Ripple] (V – M2)
Recharge: 10 s

  • While attuned to water, you cast a form of Cleansing Wave whenever you dodge.
  • Number of allies: 5
  • Healing: 808 (0.5)
  • Conditions cured: 1
  • Radius: 240
  • Combat only.

[Aquatic Benevolence] (VI – M3)
Recharge: ¾ s

  • Reduces water attunement’s recharge. While attuned to water, healing done to other allies is increased. Whenever you heal another ally while attuned to water, you partially recharge your water skills.
  • Water attunement recharge reduction: 50%
  • Healing effectiveness increase: 20%
  • Water skill recharge on heal: 5%
    • Cool-down is global and simultaneously governs the water skill recharge-on-heal effect.

Cleansing Water (VII – GM1)

  • Recharge: 5 s
  • While attuned to water, you cure conditions on allies whenever you heal them.
  • Conditions cured: 1
    • Cool-down is per target rather than global.

Powerful Aura (VIII – GM2)

  • Whenever you gain an aura, nearby allies also gain that aura.
  • Number of allies: 5
  • Radius: 600

[Ward Against Harm] (IX – GM3)

  • Water fields that you generate now also grant protection to allies in their radius upon creation. Whenever you blast a water field, you grant aegis to nearby allies.
  • Number of allies: 5
  • Initial water field protection: 3 s
  • Water field blast aegis: 5 s
  • Blast radius: 360

(edited by Erasmus.1624)

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Posted by: Erasmus.1624

Erasmus.1624

= ARCANA =


Lingering Elements (I – A1)

  • Attunement bonuses linger after leaving that attunement.
  • Lingering duration: 5 s
    • Useful for traits that require one to be in a specific attunement in order to trigger their effects.

Arcane Energy (II – A2)

  • Gain initiative and endurance when you use an arcane skill.
  • Initiative: 1
  • Endurance: 25

Ether Prodigy (III – A3)

  • Gain a damage bonus whenever your initiative is above the threshold.
  • Initiative threshold: 5
  • Damage bonus: +10%

Arcane Coil (IV – M1)
Recharge: 10 s

  • Attuning to an element counts as a whirl finisher. Whenever you successfully perform a whirl finisher, you gain initiative.
  • Whirl finisher initiative: 1
  • Combat only
    • This trait needs to appear on the player’s HUD in order to allow the user to know when it is fully recharged and available for use (same mechanic as Engineer [Streamlined Kits]).

[Ether Prism] (V – M2)

  • [Arcane Shield] is now [Ether Prism]

[Ether Prism]
Cast-time: 3 s; Recharge: 50 s

  • Arcane. Block attacks with an energy shield; block more attacks if you above the initiative threshold when you activate this skill. If you block a projectile, nearby foes take damage and bleed. If you block a melee attack, nearby foes take damage and are blinded.
  • Ether Prism (3): 3 s
  • Initiative threshold: 7
  • Threshold bonus Ether Prism (3): 2½ s
  • Number of foes: 5
  • Damage per block: (0.3)
  • Projectile block bleeding (2): 8 s
  • Melee block blind: 3 s
  • Radius: 240
    • Engineer [Gear Shield] style channeled block with a limited number of block triggers built into it; exhausting the block charges interrupts the channel.
    • While in effect on a player, this skill uses an “arcane shield” color palate version of the crystal prison model created by Subject Alpha which encases the user while they move.

[Vital Ether] (VI – M3)

  • Gain a vitality bonus based on your maximum initiative.
  • Bonus vitality per point of initiative: +30

Elemental Surge (VII – GM1)

  • Whenever you swap attunement, your next attack inflicts a condition based on that attunement.
  • Fire attunement burning: 3 s
  • Water attunement chilled: 1½ s
  • Air attunement vulnerability (3): 5 s
  • Earth attunement weakness: 1½ s
  • Combat only
    • If this effect is already present on a player when swapping to another attunement, that next attunement’s effect will overwrite the previous instance of this effect (i.e. no one can enter combat, swap through 3 attunements and then have their next attack inflict 3 conditions).

[Bountiful Power] (VIII – GM2)

  • While you are at or above the might stack threshold, you pulse a stacking damage bonus effect which affects both you and allies in the area.
  • Might stack threshold: 15
  • Number of allies: 5
  • Bountiful Power (6 s): +2% damage increase
  • Maximum stacks: 5
  • Radius: 600
  • Interval: 2 s
  • Combat only

[Energy Storage] (IX – GM3)

  • Increases your maximum initiative pool.
  • Max initiative pool: +3

(edited by Erasmus.1624)

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Posted by: Laraley.7695

Laraley.7695

I read most of it, but honestly I can’t imagine this would ever work. Some of the traits seems interesting but a complete overhaul is not going to happen for ele.

I don’t understand why ele would need initiative and enchantments. Introducing new game mechanics would mean you would have to rebalance the whole game.

My main issues:

Losing Phoenix would be the day I stop playing scepter, it’s one of the best skills in game. Scepter does need a rework badly, but don’t remove the one of few skills that are actually good.

Another issue is the fact in some trait lines, there are traits I wouldn’t be able to choose from, they’re just all not useful for me. For example masters in air. While Lightning Rod might seem interesting, I don’t think it’s a very useful trait seeing as ele doesn’t have that much interrupts on certain weapon skills and you will never reach the amount of damage it can do compared to Fresh air. I do like the rework of Fresh air, though.

Also, you should probably adjust the numbers on BoTH, it just cannot have the same numbers while being a GM trait. Also the change from Superspeed to haste is not something I would like. Again, I would have issues liking any of the Adept traits in air. Smaller SW seems cool and all, but how many whirlwind finishers would ele have?

The Arcane GM traits seems rather weak, too. I can either play conditions or Arcane skills, eventually pick a trait that’s a Master minor for thieves.

I don’t like the rework to Elemental Attunement, neither the removal of Evasive Arcana. Also did you really put Lingering Elements as a major trait? I’m not sure if I understand it right, but that trait is weak to be even minor.

Basically you would have to introduce many new things to the game to make this possible. The traits seems to lack synergy and sometimes you find yourself to be stuck taking something you don’t want. I don’t think there is enough option in many trait lines to open up a wider build diversity. But I like some of them, I can see myself having fun. I imagine you put a lot work in this, shoutouts to that.

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Posted by: Zelyhn Lekovitch.2867

Zelyhn Lekovitch.2867

People weren’t happy last time

This is the part where you apologise for lying to us?

Zelyhn.8069 [rT]
Retired elementalist theorycrafter

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Posted by: Laraley.7695

Laraley.7695

People weren’t happy last time

This is the part where you apologise for lying to us?

Apparently I wasn’t around when this was introduced, lol.

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Posted by: Zelyhn Lekovitch.2867

Zelyhn Lekovitch.2867

Erasmus posted these suggestions the first time a few days ago. Except he did in the form of a revelation of expected changes: he told us these modifications were planned by the devs. As people expressed doubts, he replied telling them to wait and see, and that they would be surprised when the devs speak out. So he lied twice. Eventually mods cleansed the forum of his forgery.

Now, I read most of his suggestions, and I have a few problems with them.
First, these suggestions do not take into account the expected changes actually revealed by the devs.
Second, there is too much. It is great to provide a lot of details, but an overhaul like this cannot be evaluated without a proper description of the big picture. All we get is “make aspects of gw2 combat less clunky and open up more playstyle options by not relying so heavily on global, passive effects”. The suggestions are supposed to be examples. Well there is no explanation on how this perspective is appropriate, and there is no explanation on how the overly detailed examples fit this view. So there is nothing to comment.

I might be judging harshly, recidivism in fraud doesn’t help

Zelyhn.8069 [rT]
Retired elementalist theorycrafter

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Posted by: Fuzzion.2504

Fuzzion.2504

Leaked patch notes are not happening as often as before.

Fuzzionx [SF]
Guest member of [LOVE]
JQ official Prime Minister

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Posted by: PlatinumMember.5274

PlatinumMember.5274

Your suggestion are worthless, so there is nothing really to discuss. Example, you want to get rid of the passive on signets, that is a nice suggestion too bad the very nature of signets REQUIRES that it has a passive effect. Anyway, worthless suggestion from a kittening liar.

Also the amount of work to overhaul this and test it out is not even worth, discussing it.

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Posted by: Erasmus.1624

Erasmus.1624

[trait woes]

Don’t blame me, blame anet’s slick and innovative new MOBA-tier trait system with its bottlenecked selection synergy. Also, traits don’t necessarily need to help out solely the user. Freebies don’t define playstyles; draw-backs and altruism, on the other hand, do.

too bad the very nature of signets REQUIRES that it has a passive effect.

Says who? The guys who can’t balance a game that they intentionally dumbed down so that it would be easier for them to balance? Doesn’t seem like a valid argument. Flavor alone shouldn’t govern balance. That’s a terrible idea.

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Posted by: Laraley.7695

Laraley.7695

[trait woes]

Don’t blame me, blame anet’s slick and innovative new MOBA-tier trait system with its bottlenecked selection synergy. Also, traits don’t necessarily need to help out solely the user. Freebies don’t define playstyles; draw-backs and altruism, on the other hand, do.

Well, if your opinion is that traits don’t need to necessarily help the user…what can I say? While current elementalist traits lack synergy, yours do even more, that was my point.

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Posted by: Erasmus.1624

Erasmus.1624

Well, if your opinion is that traits don’t need to necessarily help the user…what can I say?

That wasn’t my point. My point was that draw-backs and altruism define playstyles. Traits can help users, sure, but in ways that are less boring than a global, passive RNG or threshold proc.

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Posted by: Alekt.5803

Alekt.5803

Pretty much everything is wrong. How do you explain that it is okay to nerf Stoning (Earth Auto-Attack). Do you think that it is an easy auto-attack to do?

Alerie Despins

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Posted by: Erasmus.1624

Erasmus.1624

Well, if your opinion is that traits don’t need to necessarily help the user…what can I say? While current elementalist traits lack synergy, yours do even more, that was my point.

You forget that the Elementalist has a minimum of 25 skills. That’s far more than enough to let the player do everything considered useful by this game’s combat meta. If anything, Elementalist traits should be nothing but side-grades which further specify a user’s potential playstyle because the stock ele is already able to do everything important to some degree. I did a poor job of that because most ele traits are still direct upgrade freebies for doing things that a player would probably already be doing.

Pretty much everything is wrong.

OK.

How do you explain that it is okay to nerf Stoning (Earth Auto-Attack). Do you think that it is an easy auto-attack to do?

Yes, pressing 1 is such a struggle, isn’kitten Autoattacks are boring abilities that hardly deserve “skill” status to begin with. Given their fundamentally free usage and spammability, they shouldn’t have such a powerful sway in combat as they do now. It’s much more engaging for player and opponent to tip the balance of damage into skills that consume resources, have cool-downs and/or require some sort of timing or set-up in order to effectively connect.

without a proper description of the big picture. All we get is “make aspects of gw2 combat less clunky and open up more playstyle options by not relying so heavily on global, passive effects”. The suggestions are supposed to be examples. Well there is no explanation on how this perspective is appropriate, and there is no explanation on how the overly detailed examples fit this view.

Have another class that got the same sort of treatment when I was bored 6 months ago: https://forum-en.gw2archive.eu/forum/professions/necromancer/A-good-necromancer/first#post5026965

I might be judging harshly, recidivism in fraud doesn’t help

Don’t be so upset that you were rused on the internet. Although, it’s interesting to see how people approach everything with cautious optimism if it’s from the hand of anet, but are automatically much harsher and more narrow-minded when they see someone else suggest something that doesn’t feature anet-tier balance decisions (i.e. “Give it [boon]/[condition]/an invulnerability period,” “increase this number” or “decrease this number”).

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Posted by: Fuzzion.2504

Fuzzion.2504

All i can say is “sigh”

Fuzzionx [SF]
Guest member of [LOVE]
JQ official Prime Minister

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Posted by: Erasmus.1624

Erasmus.1624

Losing Phoenix would be the day I stop playing scepter, it’s one of the best skills in game.

Drawing circles is fun, I’ll admit, but the change comes as a modest mobility upgrade. Current phoenix only “best” because it’s a quarter-second burst of huge damage that’s also a blast finisher. It’s very generic. More player movement (teleports are not actual movement) makes any battle more interesting.

Another issue is the fact in some trait lines, there are traits I wouldn’t be able to choose from

I made this before anet thought that making the trait system as dynamic and accommodating as the options of a single MOBA hero was an excellent idea. I just jumbled some things together into tiers because they were originally balanced around the current system.

Smaller SW seems cool and all, but how many whirlwind finishers would ele have?

Enough if you read it. Going with that trait would only increase the already high amount of projectile mitigation that an ele would have baseline given certain skill choices.

The Arcane GM traits seems rather weak, too. I can either play conditions or Arcane skills, eventually pick a trait that’s a Master minor for thieves.

Minor traits were dumped. Thieves get low, appropriate cool-downs like what you saw above. Never really finished that one, though.

Also did you really put Lingering Elements as a major trait? I’m not sure if I understand it right, but that trait is weak to be even minor.

Did I? Might have been a mistake, but again, if you read anything you’d realize how strong lingering elements would be with the whole package. Traits were reworked to having most powerful effects only trigger while the player was in an associated element. Lingering elements would let players stack those triggers and juggle them with two or maybe three other elements.

Basically you would have to introduce many new things to the game to make this possible.

Nope, not at all. Everything shown above uses mechanics that are already in the game aside from boost and the degrading haste into swiftness trigger (and even boost is just a matter of copy-pasting some “boon” code and having the stacks consumed upon pressing the jump key; either that or if it’s too hard for anet, the boost skills can easily be adjusted to just being active abilities that trigger the zephryite air jump skill).

I imagine you put a lot work in this, shoutouts to that.

I suck about a week into like three classes with reworks of this level half a year ago. Says a lot about how capable anet is.

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Posted by: Erasmus.1624

Erasmus.1624

All i can say is “sigh”

I know. It’s depressing that anet will never actually make anything this decent.

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Posted by: Supreme.3164

Supreme.3164

All i can say is “sigh”

I know. It’s depressing that anet will never actually make anything this decent.

I can do the same thing for necro and even “more” depressing…but what would be the point? To make a nerf thread and call it " XX improvement"…pointless

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Posted by: Zelyhn Lekovitch.2867

Zelyhn Lekovitch.2867

without a proper description of the big picture. All we get is “make aspects of gw2 combat less clunky and open up more playstyle options by not relying so heavily on global, passive effects”. The suggestions are supposed to be examples. Well there is no explanation on how this perspective is appropriate, and there is no explanation on how the overly detailed examples fit this view.

Have another class that got the same sort of treatment when I was bored 6 months ago: https://forum-en.gw2archive.eu/forum/professions/necromancer/A-good-necromancer/first#post5026965

That thread has no replies. Are you trying to make it even more obvious that your approach is fruitless?

I might be judging harshly, recidivism in fraud doesn’t help

Don’t be so upset that you were rused on the internet. Although, it’s interesting to see how people approach everything with cautious optimism if it’s from the hand of anet, but are automatically much harsher and more narrow-minded when they see someone else suggest something that doesn’t feature anet-tier balance decisions (i.e. “Give it [boon]/[condition]/an invulnerability period,” “increase this number” or “decrease this number”).

I was not deceived by your clumsy lies. It took me no more than a split second to confirm my suspicion: we know from Anet that Elemental attunement will be a minor trait, yet you listed it as a major adept. By the way, you completely ignored minor traits.
Anyway this is not the least of what you overlooked. I regard your view of the way Anet balances the class (tweak few specific factors) just the same as I regard your complete overhaul approach (change all the things \o/). Both present little value. This is because it does not matter how much you change factors. What matters is why a factor should be changed. Once the reason and the purpose of a change are clearly defined, producing factors and adjusting them for balance is the easiest task in the world. When Anet suggests changes to the class I can most of the time understand the mindset that leads to the adjustments. In your case, Erasmus, I don’t.

Also, your arrogance does not make me want to try harder.

Zelyhn.8069 [rT]
Retired elementalist theorycrafter

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Posted by: Forgotten Legend.9281

Forgotten Legend.9281

my first impression of this “overhaul suggestion”:

~ it’s convoluted and over-complicates the class.
~ it introduces too many resources to manage
~ it introduces too many copy-cat traits (a separate trait for EACH conjured weapon, and in a different trait line to boot?).

When Anet decided to streamline the trait system (by combining synergizing traits when it makes sense) this overhaul has done the exact opposite.

that’s all i have to say about that. i will not be responding any more in this thread. and no bacon for you.

– The Baconnaire

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Posted by: Fuzzion.2504

Fuzzion.2504

All i can say is “sigh”

I know. It’s depressing that anet will never actually make anything this decent.

I did not sigh because of that
lol

Fuzzionx [SF]
Guest member of [LOVE]
JQ official Prime Minister

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Posted by: Xillllix.3485

Xillllix.3485

All i can say is “sigh”

I know. It’s depressing that anet will never actually make anything this decent.

Like the “patch notes” we’ve gotten that fixed all elementalist issues and were deleted in the following hours? I was so excited reading those at work, specially those that added initiative.

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Posted by: PlatinumMember.5274

PlatinumMember.5274

[trait woes]

Don’t blame me, blame anet’s slick and innovative new MOBA-tier trait system with its bottlenecked selection synergy. Also, traits don’t necessarily need to help out solely the user. Freebies don’t define playstyles; draw-backs and altruism, on the other hand, do.

too bad the very nature of signets REQUIRES that it has a passive effect.

Says who? The guys who can’t balance a game that they intentionally dumbed down so that it would be easier for them to balance? Doesn’t seem like a valid argument. Flavor alone shouldn’t govern balance. That’s a terrible idea.

Actually favor keeps some consistency. Arena net might have issues balancing, but thank god that you certainly are not at the helm. You suffer from something called delusion of grandeur. Look it up, it will serve you well to understand your condition.

When I read your first thread I thought I was still drunk. ,

Not everybody is cutout to be a designer, you are the perfect example of it.

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Posted by: Erasmus.1624

Erasmus.1624

Actually favor keeps some consistency.

Yes, but it shouldn’t dominate skill types. Signets. Why do people bring them? It’s because they’re going to use just the passive OR eventually get to the active. Nobody uses both except for Elementalists and that’s only because of the trait that gives them both for free with no draw-backs. Why kitten 50% of a skill by making the other half clearly more alluring or outright better than the other? Why not just… make it… a skill with a single effect that players consistently use?

No, sir, I don’t like it!

OK.

(edited by Erasmus.1624)

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Posted by: Provost.6210

Provost.6210

Some of your ideas are interesting, but I fundamentally oppose implementing initiative into the elementalist class. It’s already a broken feature for thieves, and it’s too similar to a mana system that is fortunately absent from GW2.

Also, the proposed change to Sceptre 1 is, honestly, terrible. Its current form is good, it just needs to deal 4-5x the damage, decreasing by half for each target in the line (so if your target is separated by two enemies, they will only receive 25% damage [about what the skill currently does] while the first two enemies receive 100% and 50%).

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Posted by: Erasmus.1624

Erasmus.1624

Also did you really put Lingering Elements as a major trait? I’m not sure if I understand it right, but that trait is weak to be even minor.

Misunderstood what you meant by “major.” Yeah, pick lingering elements to juggle multiple element-specific bonuses. It’s strong.

[Initiative] already a broken feature for thieves

Only broken because thieves have no appropriate cooldowns.

and it’s too similar to a mana system that is fortunately absent from GW2.

Well, if you like waiting long and arbitrary periods of time in order to perform basic actions again, then sure it’s a fortunate absence.

Also, the proposed change to Sceptre 1 is, honestly, terrible. Its current form is good, it just needs to deal 4-5x the damage, decreasing by half for each target in the line (so if your target is separated by two enemies, they will only receive 25% damage [about what the skill currently does] while the first two enemies receive 100% and 50%).

Just make them gods of 1v1s with an unstoppable autoattack that is only remotely disadvantaged in a very conditional and easily avoidable situation (and even then, the first guy is still taking astronomically too much damage). OK. That said, channeled beam autoattacks are cancer because they are uncounterable except by extended invulnerability periods or line of sight. Not even dodges (or really anything honestly) can effectively mitigate things like that because it’s an AUTOattack. It never stops. It’s too easy. Autoattacks are filler, not killers (although as filler it isn’t even a great design because a player is just stuck pressing 1 instead of taking any other unique action based on a situation survey; this is one of the things that initiative as a global mechanic can help mitigate). A death/kill by virtue of someone pressing 1 once isn’t very exciting or skillful.