[Concept] Elite Specialisation - The Conjurer

[Concept] Elite Specialisation - The Conjurer

in Elementalist

Posted by: Valento.9852

Valento.9852

Hey guys, another concept I came up with for a few days now, I refrained from creating traits as I’m not good with them… Hope you guys like it!

General idea: The conjurer is my vision for a solid, decent specialisation which focuses on supporting elementals and creating fun and interesting magic with them. The main goal is to shift power from the elementalist to their elementals, and while this would mean focusing on IA, there are shadowstepping skills that take place centered on the conjurer, as well as a flagging system, so they feel more control over their elementals. The main goal mechanic-wise is to hinder the opponent through control, conditions, and spikes of burning/bleeding at a significant cost.

Warning: All skill coefficients are subject to change and are not intended to promote powercreep or unbalanced gameplay. These numbers are intended to be used as parameters for skills’ effectivenesses and should be tweaked to properly reflect GW2 combat system, so please take them with a [Vial of Salt].

Most AoE weapon skills are limited to three, while most elemental AoE skills are standard 5 targets.

Introduction

“I stand along my creation.”

Conjurers are elementalists who specialize in manifesting their power by creating magic elementals; this power is drawn from within, from concentration, and as such they choose not to directly damage their foes, but support their elementals with hindering and offensive spells.

Specialisation Mechanic

Conjurers — as the name implies — can manifest elementals specialized in a specific element. In order to do so, conjurers will have to fill up 3-5 Concentration Orbs by either damaging foes or applying boons to allies. Dealing damage fills 1/3 of each orb, and applying boons fills 1/2. The elemental’s damage/support abilities don’t change directly based on “lit” orbs, but at stages 4-5 their duration increases and they may gain benefic boons based on traits. Swapping attunements reset the lit orbs to zero as a way not to clutter the UI and maintain more predictable results in gameplay.

Once conjured, the elementals will last for as long as the lit orbs allow: 3 orbs (base) equals 30 seconds, increasing by 15 seconds for each additional orb. This means the elemental could live up to 1 minute, starting their invocation cooldown as the elemental dies. Summoning an elemental requires the aforementioned orbs, and a 20-second cooldown.

Orbs will disappear after summoning an elemental but the number of orbs consumed to summon it will be used to define an elemental’s rank as follows:

  • 3 Orbs (base): Rank 1
  • 4 Orbs: Rank 2
  • 5 Orbs (Max.): Rank 3

Rank can be used to various mechanics as well as the new utility skill type.

It is possible to freely move between attunements while a certain elemental is up, but this will have the penalty of decreasing their duration by 10 seconds everytime you swap to a different attunement than the attunement related to that elemental. For example, the Air Elemental lasts for 60 seconds, if you move to fire it decreases current duration by 10 seconds; if you move back to air it won’t cause a penalty but if you move to different attunements, each one will decrease current duration by 10 seconds, further decreasing its lifespan. This is intended to alleviate the lockdown existent in Tempest mechanics, but still favor a specific element.

Further mechanics and behavior

Elementals also have an energy bar akin to revenant’s, and the upkeep is fixed to +2. Elementals have an auto-attack depending on their element and they will retreat depending on their nature (element), for example, Water Elementals will keep distance to heal and buff, while Earth Elemental will try to keep melee and deal massive condition damage. To support the proximity behavior all elementals will have a Shadowstep as second skill with a 15-second cooldown and will try and use them sparingly to achieve their intended behaviors (hopefully this is just a little chunk of code to program).

You can slightly change elementals’ behaviors with the flagging option. It has a 10s-cooldown and slightly modifies their movement: all elementals will stick to such position but will have a 200 radius freedom to move, and can freely cast ranged spells. This is something close to GW1’s flagging system and may help other minions’ control in the future, there is so much this can be expanded upon.

Attempts at ele specs:
Shaman
Conjurer

(edited by Valento.9852)

[Concept] Elite Specialisation - The Conjurer

in Elementalist

Posted by: Valento.9852

Valento.9852

The skills are as follows:
Automatic skills
Skill 1

  • Fire Elemental
    • Fire Punch: Unleash a fiery punch at enemies, gaining protection for each foe struck.
      • Damage: 0.25*P
      • Protection per foe: 0.25s
      • Maximum Targets: 5
      • Range: 100
      • Activation: 0.5s
      • Recharge: 3.5s
  • Water Elemental
    • Light Snowflakes: Fire an icy ball at your foe, pouring light snowflakes around them which heal nearby allies for a small amount and grant swiftness.
      • Damage: 0.01*P
      • Healing: 0.2*HP
      • Swiftness: 1.25s
      • Maximum Allied Targets: 5
      • Range: 1,200
      • Radius: 180
      • Activation: 2s
      • Recharge: 4.25s
  • Air Elemental
    • Electric Web: Throws an electric web at your target, dealing damage and applying blindness to them and nearby foes.
      • Damage: 0.2*P
      • Blindness: 6s
      • Maximum Targets: 3
      • Range: 900
      • Radius: 240
      • Activation: 0.5s
      • Recharge: 4s
  • Earth Elemental
    • Sharp Stones: Throws sharp stones at foes, damaging them and applying bleeding.
    • Damage: 0.15*P
    • Bleeding: 10s, 1 stack
    • Maximum Targets: 5
    • Range: 100
    • Activation: 0.25s
    • Recharge: 3s

Skill 2 (Shadowstep)

  • Fire Elemental
    • Chase: Shadowsteps to your foe and burn them.
      • Damage: 0.2*P
      • Burning: 1.25s, 1 stack
      • Recharge: 15s
  • Water Elemental
    • Fall back: Shadowsteps away from your foe and chill them.
      • Damage: 0.2*P
      • Chilled: 1.25s
      • Recharge: 15s
  • Air Elemental
    • Fall back: Shadowsteps away from your foe, weakening them.
      • Damage: 0.2*P
      • Weakness: 4s
      • Recharge: 15s
  • Earth Elemental
    • Chase: Shadowsteps to your foe, bleeding them.
      • Damage: 0.2*P
      • Bleeding: 4s, 1 stack
      • Recharge: 15s
Attempts at ele specs:
Shaman
Conjurer

(edited by Valento.9852)

[Concept] Elite Specialisation - The Conjurer

in Elementalist

Posted by: Valento.9852

Valento.9852

Elemental skills (under player control)
Fire Elemental
Skill 1 – Flaming Slash
Whirls and cuts nearby enemies with a flaming slash, burning them.

  • Damage: 0.3*P
  • Burning: 5s, 1 stack
  • Combo Finisher: Whirl
  • Radius: 240
  • Activation: 0.25s
  • Recharge: 15s
  • Energy Cost: 25

Skill 2 – Feast on Fire
Consumes burning condition from nearby allies, gaining might for each condition, then spread might to allies.

  • Might per ally: 13s, 1 stack
  • Might spread: 13s, 3 stacks
  • Maximum Allied Targets: 5
  • Radius: 280
  • Activation: 1s
  • Recharge: 24s
  • Energy Cost: 45

Skill 3 – Meteor
Become a fiery meteor that lands on target area, dealing a high amount of damage and knocking down foes.

  • Damage: 0.6*P
  • Knockdown: 3s
  • Evade: 1.5s
  • Maximum Targets: 5
  • Range: 1,000
  • Radius: 280
  • Activation: 2s
  • Recharge: 28s
  • Energy Cost: 50

Water Elemental
Skill 1 – Sub-zero Shield
Casts a magical frozen shield at target area, enveloping allies with Frost Aura and Fire Aura, and granting them regeneration.

  • Frost Aura: 5.5s
  • Fire Shield: 5.5s
  • Regeneration: 4s
  • Maximum Allied Targets: 3
  • Range: 1,000
  • Radius: 180
  • Activation: 0.5s
  • Recharge: 18s
  • Energy Cost: 20

Skill 2 – Frigid Winter
Summons a winter aura at your target that moves with them, dealing damage and chilling nearby foes.

  • Damage: 0.21*P
  • Chilled: 1.5s
  • Duration: 6s
  • Interval: 1s
  • Range: 900
  • Radius: 180
  • Activation: 2s
  • Recharge: 20s
  • Energy Cost: 25

Skill 3 – Maelstrom
Casts a cold maelstrom at target location that pulses, dazing foes and healing allies. Upon ending cures one condition from each ally.

  • Healing: 0.3*P
  • Daze: 1s
  • Conditions Removed: 1
  • Duration: 6s
  • Combo Field: Ice
  • Maximum Targets: 5
  • Maximum Allied Targets: 3
  • Range: 900
  • Radius: 280
  • Activation: 2s
  • Recharge: 28s
  • Energy Cost: 52

Air Elemental
Skill 1 – Speed of Light
Shadowsteps to target enermy and stun them, then evasively attacks nearby foes for critical damage and retreat.

  • Damage: 0.3*P
  • Stun: 1.5s
  • Number of Hits: 6
  • Evade: 1.5s
  • Range: 900
  • Channeled: 1.5s
  • Recharge: 22s
  • Energy Cost: 35

Skill 2 – Clarity
Shields the elemental and pulses strong blindness around itself, then launches all nearby foes in a burst of light.

  • Blindness: 5s
  • Launch: 200
  • Pulses: 3
  • Maximum Targets: 5
  • Radius: 240
  • Channeled: 3.5s
  • Recharge: 16
  • Energy Cost: 25

Skill 3 – Energized Whips
Gains shocking aura and stability. Shadowsteps to target foe, whiping them repeatedly and causing vulnerability with each hit, then retreat.

  • Damage(x5): 0.28*P (per hit)
  • Final Damage: 0.55*P
  • Stability: 8s, 1 stack
  • Shocking Aura: 5s
  • Vulnerability per hit: 9s, 1 stack
  • Range: 1,000
  • Channeled: 3s
  • Recharge: 20s
  • Energy Cost: 50

Earth Elemental
Skill 1 – Magnetic Punch
Hits target and nearby foes with a strong magnetic punch, applying Magnetic Aura to nearby allies.

  • Damage: 0.3*P
  • Magnetic Aura: 4s
  • Maximum Targets: 5
  • Maximum Allied Targets: 3
  • Range: 120
  • Activation: 0.25s
  • Recharge: 16s
  • Energy Cost: 15

Skill 2 – Spike Ground
Erupts a spiky rock with explodes after a short delay and applies bleeding to enemies. The scattered fragments form up a floor of spikes that continually applies bleeding.

  • Explosion Damage: 0.3*P
  • Explosion Bleeding: 18s, 3 stacks
  • Bleeding: 18s, 2 stacks
  • Ground Duration: 8s
  • Interval: 1s
  • Radius: 280
  • Activation: 0.5s
  • Recharge: 28s
  • Energy Cost: 35

Skill 3 – Crystal Shards
Summons an obsidian crystal that shields the elemental from 4 attacks. If the shield duration expires nearby allies gain resistance, if it breaks after taking hits it will break into small floating shards which will alternate applying bleeding and burning to nearby foes for a short duration.

  • Bleeding: 10s, 2 stacks
  • Burning: 6s, 1 stack
  • Resistance: 6s
  • Attacks Blocked: 4
  • Shield Duration: 8s
  • Crystal Shards Duration: 5s
  • Crystal Shards Interval: 0.75s
  • Activation: 2s
  • Recharge: 28s
  • Energy Cost: 60
Attempts at ele specs:
Shaman
Conjurer

(edited by Valento.9852)

[Concept] Elite Specialisation - The Conjurer

in Elementalist

Posted by: Valento.9852

Valento.9852

To close the specialisation mechanics, I’d like to say that it is intended that the elementals live up for a cool amount of time for “display it” sakes so people can enjoy their looks and animations. It is expected a balance between their skills and their durations so that they are able to exist in the world for a reasonable time before disappearing. People like to tame a certain creature and have it assist them in battle, that is why it’s preferred to nerf auto-attacks, and 1-2 skills, the third one is intended to be strong, however given their effects all 1-2-3 skills can be shifted to accomodate “power level”. The cooldown to conjure an elemental is 20 seconds because there is extra effort to fill up Concentration Orbs; these should be enough to create a barrier to manifest an elemental and justify their durations.

PS: There is an intended reference from Crystal Desert in Earth Elemental’s 3rd skill.

Attempts at ele specs:
Shaman
Conjurer

(edited by Valento.9852)

[Concept] Elite Specialisation - The Conjurer

in Elementalist

Posted by: Valento.9852

Valento.9852

Focus skills (Mainhand)

For the weapon the conjurer will be using a focus with low access to damage. Their 3rd is from the type Elemental Book and it synergizes specially well with elementals. The goal is to follow the standard idea behind elements, and provides a little more tools to the bleeding condition.

Fire
Skill 1 – Drop of Lava
Drops a lava orb on target foe, burning them.

  • Damage: 0.15*P
  • Burning: 3s, 1 stack
  • Activation: 1.25s
  • Range: 900

Skill 2 – Warm Breeze
Ignites a warm breeze around the caster, dealing damage to nearby foes and reducing the duration of damage-dealing conditions.

  • Damage: 0.2*P
  • Duration Decreased: 20%
  • Maximum Targets: 3
  • Radius: 180
  • Activation: 1s
  • Recharge: 25s

Skill 3 – Book of Fire
Elemental Book. Summons a Book of Fire on target location, dealing damage to foes. Empower an elemental if they’re within that location, causing their next 3 attacks to burn.

  • Damage: 0.3*P
  • Elemental Burning: 6s, 1 stack
  • Range: 900
  • Radius: 180
  • Activation: 1s
  • Recharge: 35s

Water
Skill 1 – Ice Stalactite
Drops an ice stalactite on target foe, damaging and bleeding them.

  • Damage: 0.1*P
  • Bleeding: 6s, 1 stack
  • Range: 900
  • Activation: 1.25s

Skill 2 – Bubble
Heals yourself and inflates a movable healing bubble that pops after a few seconds, healing allies and applying protection to them.

  • Self-Heal: 0.34*HP
  • Ally Heal: 0.25*HP
  • Protection: 1s
  • Bubble Delay: 3s
  • Activation: 1s
  • Radius: 200
  • Recharge: 25s

Skill 3 – Book of Water
Elemental Book. Summons a Book of Water at the caster’s location, dealing damage to nearby foes. Empower an elemental if they’re within range, causing their next 3 attacks to chill.

  • Damage: 0.2*P
  • Elemental Chill: 1.5s
  • Radius: 180
  • Activation: 1s
  • Recharge: 25s

Air
Skill 1 – Lightning
Casts down a lightning bolt on target foe, weakening them.

  • Damage: 0.18*P
  • Weakness: 3s
  • Range: 900
  • Activation: 1.25s

Skill 2 – Static Pull
Electrifies your weapon, pulling the enemy to you and stunning them.

  • Damage: 0.15*P
  • Stun: 2s
  • Pull: 300
  • Range: 1,000
  • Activation: 0.5s
  • Recharge: 25s

Skill 3 – Book of Air
Elemental Book. Summons a Book of Air at the caster’s location, dealing damage to foes. Empower an elemental if they’re within range, causing their next 3 attacks to deal critical damage and apply vulnerability.

  • Damage: 0.5*P
  • Elemental Vulnerability: 10s, 2 stacks
  • Radius: 180
  • Activation: 1s
  • Recharge: 25s

Earth
Skill 1 – Moon Stone
Casts a moon-shaped stone in an arc, dealing damage and confusing your target.

  • Damage: 0.18*P
  • Confusion: 4s, 1 stack
  • Range: 900
  • Activation: 1s

Skill 2 – Enchantment of Gravestone
Conjures a magical gravestone at target foe’s location that shatters, dealing damage and applying bleeding per damage-dealing condition on nearby foes.

  • Damage: 0.2*P
  • Bleeding per condition: 8s, 1 stack
  • Maximum Targets: 3
  • Range: 1,000
  • Activation: 1s
  • Recharge: 30s

Skill 3 – Book of Earth
Elemental Book. Summons a Book of Earth on target location, dealing damage to foes. Empower an elemental if they’re within that location, causing their next 3 attacks to bleed.

  • Damage: 0.2*P
  • Elemental Bleeding: 6s, 1 stack
  • Range: 900
  • Radius: 180
  • Activation: 1.25s
  • Recharge: 30s

PS: There are intended references from Avatar: The Last Airbender in each 3rd weapon skill, as well as reference from Pokémon somewhere.

Attempts at ele specs:
Shaman
Conjurer

(edited by Valento.9852)

[Concept] Elite Specialisation - The Conjurer

in Elementalist

Posted by: Valento.9852

Valento.9852

Dome skills
Dome skills are exclusive to this spec and have their effectiveness increased based on a summoned elemental rank to create domes on caster’s location. It should be noted that in rank 1 the effect will be minimal, and immediate.

Dome of Life
Dome. Summons a life dome that heals allies within the area, lasting for as long as the elemental rank and pulsing at a set interval. Additionally heals and applies regeneration to allies with each pulse.

  • Healing: 0.4*HP
  • Healing(Applied): 0.3*HP
  • Regeneration(Applied): 4s
  • Duration per rank: 1.25s
  • Interval: 1.25s
  • Maximum Allied Targets: 5
  • Radius: 240
  • Activation: 0.25s
  • Recharge: 25s

Dome of Sun
Dome. Summons a fire dome around the caster that applies might to allies within the area, lasting for as long as the Fire Elemental rank and pulsing at a set interval. Additionally applies might and cleanses chilled from allies with each pulse.

  • Might: 10s, 1 stack
  • Migh(Applied): 10s, 2 stacks
  • Duration per rank: 1.25s
  • Interval: 1.25s
  • Removes Chilled
  • Maximum Allied Targets: 3
  • Radius: 240
  • Activation: 0.25s
  • Recharge: 30s

Dome of Cold
Dome. Summons a cold dome that shields allies within the area with a frost aura, lasting for as long as the Water Elemental rank and pulsing at a set interval. Additionally chill nearby enemies with each pulse.

  • Frost Aura: 4s
  • Chilled(Applied): 1.25s
  • Duration per rank: 1.25s
  • Interval: 1.25s
  • Maximum Allied Targets: 5
  • Maximum Targets: 5
  • Radius: 280
  • Activation: 0.5s
  • Recharge: 25s

Dome of Thunder
Dome. Summons a thunder dome that grants superspeed to allies within the area, lasting for as long as the Air Elemental rank and pulsing at a set interval. Additionally applies swiftness and an electric charge to allies with each pulse.

  • Superspeed: 2s
  • Swiftness(Applied): 1.25s
  • Electric Charge (4s): Casts a lightning disc at your foe on the next hit.
  • Duration per rank: 1.25s
  • Interval: 1.25s
  • Maximum Allied Targets: 3
  • Radius: 240
  • Activation: 0.25s
  • Recharge: 40s

Dome of Sandstorm
Dome. Summons a sandstorm dome that cures weakness and blindness from allies within the area, lasting for as long as the Earth Elemental rank and pulsing at a set interval. Additionally grants grants evasion to allies with each pulse.

  • Removes Weakness
  • Removes Blindness
  • Evasion(Applied): 2s
  • Duration per rank: 2s
  • Interval: 2s
  • Maximum Allied Targets: 5
  • Maximum Allied Targets(Sandstorm): 3
  • Radius: 240
  • Activation: 0.25s
  • Recharge: 40s

Dome of Fury (Elite)
Dome. Summons an arcane dome that applies fury to allies within the area, lasting for as long as the elemental rank and pulsing at a set interval. Additionally grants Ferocity to allies with each pulse, launching foes caught within the dome on last pulse.

  • Fury: 3s
  • Ferocity Adjust: +200
  • Duration per rank: 2s
  • Interval: 2s
  • Launch: 500
  • Maximum Targets: 5
  • Maximum Allied Targets: 5
  • Radius: 240
  • Activation: 0.5s
  • Recharge: 60s

Late traits list.

Attempts at ele specs:
Shaman
Conjurer

(edited by Valento.9852)

[Concept] Elite Specialisation - The Conjurer

in Elementalist

Posted by: Valento.9852

Valento.9852

The images attached is a poorly-made attempt at UI:

  • State 1: Empty orbs (5 maximum) and inactive “Summon Air Elemental” skill.
  • State 2: At least three lit orbs and active “Summon Air Elemental” skill; activating it will change the UI.
  • State 3: There are three things here:
    • Elemental icon with their energy bar (fixed upkeep +2).
    • Flag option that’s used to… flag the elemental! It has a 10sec-cooldown to prevent rapid transitions.
    • Three special skills which expend the elemental’s energy and also has a recharge for balancing (decision-making) purposes; it’s literally like the revenant’s resource management.
    • Elemental lifespan buff; it will last for up to 1min. depending on expended orbs and will read something like: An Air Elemental is active. Swapping attunements will reduce its lifespan by 10 seconds.

Attachments:

Attempts at ele specs:
Shaman
Conjurer

[Concept] Elite Specialisation - The Conjurer

in Elementalist

Posted by: Dadnir.5038

Dadnir.5038

Well, I didn’t go throught everything.

The idea itself is pretty good, I like it, however, I’d say one thing : melee pet is a bad idea. Our wide experience with ranger allows us to say that your pets won’t properly hit their target 90% of the time.

Also, traits have a greater impact on any elite spec than the weapon, You did a great job imagining all those skills but in the end either the weapon is something that specifically support the mechanism (staff on druid and it seem that it’s also the case for your conjurer) or it’s a filler weapon that’s here to support the idea of the spec without any impact on the spec itself (all other E-spec). In the end the weapon are not really important or a least they are a lot less important than the traits.

No core profession should be balanced around an optional elite specialization.

[Concept] Elite Specialisation - The Conjurer

in Elementalist

Posted by: Valento.9852

Valento.9852

Well, I didn’t go throught everything.

The idea itself is pretty good, I like it, however, I’d say one thing : melee pet is a bad idea. Our wide experience with ranger allows us to say that your pets won’t properly hit their target 90% of the time.

Also, traits have a greater impact on any elite spec than the weapon, You did a great job imagining all those skills but in the end either the weapon is something that specifically support the mechanism (staff on druid and it seem that it’s also the case for your conjurer) or it’s a filler weapon that’s here to support the idea of the spec without any impact on the spec itself (all other E-spec). In the end the weapon are not really important or a least they are a lot less important than the traits.

Heya!

I agree traits have a big of an impact but I decided not to write them because it’s easy to go from underpowered to cheesy and overpowered (and people would scream as if I were a dev lol). I could imagine a thousand ideas related to specific procs, for example, I imagined a trait (with 3sec ICD) that applies a 4sec burning (2 stacks) to target and nearby foes whenever fire elemental critically hits and maximum 3 targets. The same idea would follow for other elementals, too bad trait trees have only 3 options.

I imagined these elementals on a more serious tone, having their looks very close to GW1 elemental djinns, but somewhat a bit more creepy as if they were made from the Nature itself and as such they wouldn’t all be pleasant to the eyes, however a somewhat “cool creepy” look.

Regarding melee elementals (fire and earth), I agree with you. However, the problem is deep within “pet AI”, and this spec considers that problem would be fixed by then (hopefully). The flag system and the independent shadowstep mechanics would be in place to bring a very solid control to the conjurer.

I might end up writing traits and posting them here, but I did have a hard time “balancing” coefficients to make focus a low-to-medium damage weapon, coupled with interesting mechanics so there is a desire to use them, AND the Books which amplify the elementals’ powers, so the player hopefully would prefer focus on mainhand instead of other weapons.

Thanks for the feedback!

Attempts at ele specs:
Shaman
Conjurer

[Concept] Elite Specialisation - The Conjurer

in Elementalist

Posted by: Pazu.8320

Pazu.8320

Sorry I didn’t read the full novel, but there are some neat ideas from what I read. Honestly though, a spec is defined by the trait line because of the interactions between traits, skills, and mechanics. I like the idea of dancing in and out of elementals as well as attunements. There could be some neat play there. What I think might be an improvement is to enable a self-destruct skill for the elemental with a significant impact. That would allow some sort of burst effect as well as starting the cooldown early for summoning another. I also doubt ANet will implement off-hand weapons as mainhand. Looks like a lot of work went into this though, and that’s the fun! I come up with specs myself while commuting to pass the time. There’s a lot of potential in the GW2 combat system that I hope they capitalize on!

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[Concept] Elite Specialisation - The Conjurer

in Elementalist

Posted by: Valento.9852

Valento.9852

Sorry I didn’t read the full novel, but there are some neat ideas from what I read. Honestly though, a spec is defined by the trait line because of the interactions between traits, skills, and mechanics. I like the idea of dancing in and out of elementals as well as attunements. There could be some neat play there. What I think might be an improvement is to enable a self-destruct skill for the elemental with a significant impact. That would allow some sort of burst effect as well as starting the cooldown early for summoning another. I also doubt ANet will implement off-hand weapons as mainhand. Looks like a lot of work went into this though, and that’s the fun! I come up with specs myself while commuting to pass the time. There’s a lot of potential in the GW2 combat system that I hope they capitalize on!

Hey!

The focus was chosen to be mainhand to highlight the low damage nature of the spec. That being said, it is desirable that a low damage weapon with more utility was chosen as to support the elementals (that’s where books come from), but I can see any weapon doing that.

About the traits: alright, I’ll try to dig some fun on the skills and come up with interesting traits!

Attempts at ele specs:
Shaman
Conjurer

[Concept] Elite Specialisation - The Conjurer

in Elementalist

Posted by: Valento.9852

Valento.9852

Right, here are the traits (there’s a mix of “must-use” with freedom, as you’d hopefully expect from the balance team). The idea is to provide a base synergy with adept, a handful of choices with master, and hopefully impactful choices with grandmaster. I think some are undertuned or out of place, but this is as far as I could come up with at this time. I’m mostly comfortable with adept and master, though.

Traits

  • Adept
    • Minor
      • Concentration: Each spell you cast fill Concentration Orbs, by either dealing damage to opponents or buffing allies. You may then expend these orbs to conjure elementals, with improved rank per orb consumed, and enable elemental spells to be used.
    • Major
      • Elemental Defense: Applies fury to yourself and your elemental upon conjuring them. Increases the conjured elemental’s Ferocity.
        • Fury: 2s
        • Elemental Fury: 6s
        • Ferocity Adjust: +150
      • Elemental Haste: Applies might to yourself and your elemental upon conjuring them. Increases the conjured elemental’s Condition Damage.
        • Might: 12s, 2 stacks
        • Elemental Might: 12s, 6 stacks
        • Condition Damage Adjust: +150
      • Elemental Shield: Applies protection to yourself and your elemental upon conjuring them. Increases the conjured elemental’s Toughness.
        • Protection: 2s
        • Elemental Protection: 6s
        • Toughness Adjust: +150
  • Master
    • Minor
      • Health Drain: When struck below the health threshold, the conjured elemental drains their target’s health with the next three attacks.
        • Health Threshold: 75%
        • Health Drain(10s, 3stacks): Drains the target’s health with your next attack.
        • Health Drained: 0.25*HP
    • Major
      • Zephyr’s Atmosphere: Domes last longer when cast, and apply quickness to you and your allies.
        • Quickness (Initial): 3s
        • Duration Increase: 2s
        • Maximum Allied Targets: 5
        • Recharge: 15s
      • Nature Affinity: Elemental auto-attacks cause a condition based on their element. Reduce energy cost on elemental skills.
        • (Fire) Burning: 4s, 2 stacks
        • (Water) Chilled: 2s
        • (Air) Weakness: 4s
        • (Earth) Bleeding: 6s, 2 stacks
        • Energy Cost Reduced: 20%
      • Ancient Books: Casting Book Skills reduces current recharge for all elemental skills.
        • Recharged Reduced: 20%
        • Recharge: 20s
  • Grandmaster
    • Minor
      • Elemental Warping: When struck below the health threshold, the conjured elemental is warped to the conjurer’s location.
        • Health Threshold: 25%
        • Recharge: 20s
    • Major
      • Hardened Core: Swapping attunements no longer reduces the elemental lifespan, but depletes their health instead. The elemental gains regeneration upon swapping attunements.
        • Regeneration: 3s
        • Health Lost: 15%
      • Malicious Spells: Increases condition duration while you’re wielding a focus on mainhand. Apply Fire Aura to you and nearby allies whenever you’re struck below the health threshod.
        • Condition Duration Increase: 20%
        • Health Threshold: 75%
        • Fire Aura: 4s
        • Maximum Allied Targets: 5
        • Radius: 360
        • Recharge: 30s
      • Elemental Prism: Whenever your elemental is struck below the health threshold they gain light aura and resistance.
        • Resistance: 10s
        • Light Aura: 10s
        • Health Threshold: 50%
        • Recharge: 30s
Attempts at ele specs:
Shaman
Conjurer

(edited by Valento.9852)