Thief – Duelist | Ranger – Strider | Engineer – Technician |
Elementalist – Spellweaver | Necromancer – Warlock | Mesmer – Trickster |
People want swords for elementalists, so I decided to try my hands at an E. Spec design using just swords. Built around the now almost archaic term of “Attunement Dancing”, I decided to incorporate that theme both figuratively and literally in the Spellweaver.
Elementalist – Spellweaver
Weapon: Sword Main-hand
Skills: Physical
Mechanic: A new F5 skill called Spellweaving, which is powered by Spell Charges gained whenever the Spellweaver Attunes to an element while in combat.
Mechanic: Spellweaving and Spell Charges
Can you feel the rythm of magic? The Spellweaver sure can, weaving it into deadly elemental dances that simultaneously entrance and terrify those who bear witness to it. As they dance through their attunements, they accumulate the magical power into powerful “Spellweaving” techniques.
Whenever the Spellweaver Attunes to an element while in Combat, they empower a new F5 skill with the respective Spell Charge of the attunement they left, so for Instance if you Attune from to Water you’d gain a Water Charge. You can only have 1 charge of each Element at any time. The Spellweave becomes available once 3 unique Spell Charges have been “added” to it, resulting in 1 of 4 different forms:
Now, in order to have a little more control and allow the Spellweaver to swap attunements as they need rather than be forced into a specific Pattern, they have access to a Chain Skill that occupies the Attunement Slot for 3s after attuning, called Elemental Siphon. For example, after Attuning to Water, you have 3s to decide on wether you want to have a Water Charge or not. Using Elemental Siphon will remove the Charge.
Spellweaving is extremely powerful, so all 4 different versions of it share a relatively lengthy cooldown. The Spellweaver can still generate and siphon Spellcharges while Spellweaving is on cooldown, however.
Weapon: Sword Main-hand
The sword acts as the centre piece for the Spellweaver’s fighting style, incorporating a tireless precision and dance-like agility into their casting.
Unlike other weapons in the Elementalist’s armory, the Sword shifts focus away from the traditional elemental roles and instead introduces a weapon that works at different ranges, depending on which Attunement is currently in use. This gives the Spellweaver unparallelled mobility, able to weave in and out of melee combat fluently through Attunement Dancing.
Fire – While attuned to fire, the Spellweaver gains a set of destructive and relentless melee attacks with a high Damage, AoE and means to stick to an enemy. There is no room for defense here, as fire merely consumes.
Water – While attuned to water, the Spellweaver gains access to a wide array of ranged attacks meant to slow down pursuers, keeping them at a distance and away from themselves. It has no access to self-healing, in return having better CC and Damage than other Water frameworks.
Air – While attuned to air, the Spellweaver becomes like the wind itself: Fleeting and unpredictable, moving as he desires. Another ranged set, Air is much more focused on Offense and Mobility than Water is, giving the Spellweaver the means to dictate the flow of battle and disengage from enemies at their leisure.
Earth – While attuned to earth, the Spellweaver gains access to a highly defensive melee set that focuses a lot on active defenses and CC. They gain access to Blocks, Protection, Blinds, Cripple and a Smoke Field, giving them a good fighting chance while up close and personal.
Utility Skills
The Spellweaver is all about dance and rythm. Obviously, their Physical Skills aren’t the brutal CC moves of a Warrior or the Lethal precision strikes of a Daredevil, but instead takes the form of mostly channeled skills focusing heavily on AoE Damage and Denial, all somehow graceful and awe-inspiring like a proper wardancer’s skills should be.
Specialization Line
The Specialization line for the Spellweaver are focused around three different routes. The upper set of traits focus around Physical Skills and the use of Sword as a weapon, the middle set of traits focus on Attunement Dancing and Evasion, while the last set of traits focus on Spellweaving and Elemental Siphon.
Minor Traits
Adept Traits
Master Traits
Grandmaster Traits
(edited by TheSwede.9512)
- The special mechanism is good, reminding me of the warden in LOTRO.
- For the weapon skills, Gale stride would gain being a retraet instead of a gap closer.
- I’d change the healing waves of the heal skill to condition cleanse just to not step onto tempest’s toes.
- Invigorating performance might be a tiny bit to strong, bringing it to 50% might be more balanced.
Well… I like it, that’s a pretty well thought idea.
Wow! This is one of the best ESpec ideas I’ve seen in a while. It looks balanced while feeling impactful, it has nice utility, it can sustain itself with its traits and has reasonable synergies with existing trait lines, especially Arcane, which seems a bit overlooked these days.
Also is has an incredibly high skill ceiling and would require a lot of training for some high risk – high reward plays. I dig that.
I like how you solved the problem of unwanted charges with Elemental Siphon. Since this is an Elite Spec there will be no Overload sitting in the attunement since you can’t be a Tempest at the same time.
I’d love to see this ingame.
Cheers
Hi
Greast one … But some very powerful things in it like Sand Veil which will allow easy stealth access ;-). I would change earth skills on sword to have poision in the autochain and have weakness on number 2 but well i would like that smoke field ^^.
Thanks for all the input! Gonna adress any concerns one-by-one here.
- The special mechanism is good, reminding me of the warden in LOTRO.
- For the weapon skills, Gale stride would gain being a retraet instead of a gap closer.
- I’d change the healing waves of the heal skill to condition cleanse just to not step onto tempest’s toes.
- Invigorating performance might be a tiny bit to strong, bringing it to 50% might be more balanced.Well… I like it, that’s a pretty well thought idea.
Glad you liked it!
Hi
Greast one … But some very powerful things in it like Sand Veil which will allow easy stealth access ;-). I would change earth skills on sword to have poision in the autochain and have weakness on number 2 but well i would like that smoke field ^^.
As for Poison, I feel like it not being present on Elementalists is by design and I’m sure it’d be great on an Elite Spec for sure, but it should be one focusing primarily on adding Condition and Attrition playstyle to Eles, rather than baking it into Spellweaver which primarily is designed to allow Eles to be agile bruisers in the vein of Daredevil.
Weakness on the other hand is very thematic, hence why it can be found on the AA, yepyep!
Wow! This is one of the best ESpec ideas I’ve seen in a while. It looks balanced while feeling impactful, it has nice utility, it can sustain itself with its traits and has reasonable synergies with existing trait lines, especially Arcane, which seems a bit overlooked these days.
Also is has an incredibly high skill ceiling and would require a lot of training for some high risk – high reward plays. I dig that.
I like how you solved the problem of unwanted charges with Elemental Siphon. Since this is an Elite Spec there will be no Overload sitting in the attunement since you can’t be a Tempest at the same time.
I’d love to see this ingame.
Cheers
You’ve got it! Elementalists had notoriously good sustain when specced for it even before HoT, but if not specced for sustain they get steamrolled instantly. It was a bit of a challenge to balance something that’d add Sustain without having to require pidgeon-holding eles into certain stats, and I figured the best way to do that was through giving them access to a skill-based system and a weapon that had inherent Bruiser-esque qualities. Hence the Sword is designed to have good Non-healing and Skill-based sustain with high Spike capability, in exchange for having virtually no Support and Healing.
(edited by TheSwede.9512)
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