= 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)