Elementalist Hammer Idea

Elementalist Hammer Idea

in Elementalist

Posted by: LoreChief.8391

LoreChief.8391

Hello again everyone!

I was very happy with the compliments I received on my Elementalist Rifle idea yesterday, so I figured I’d follow up with my next weapon idea; The Hammer.

I know some folks were looking for a condition-oriented weapon, and others were looking for another melee-weapon. I think I found a unique way to cover both of those options, as well as add in some new mechanics to boot. Let me know what you think, or if I was completely off the mark Either way, please be nice and keep your feedback constructive! Thanks!

Archetype: Inquisitor, Shaman, Tribalist
Quick info: Most skills are melee, some are ranged – some are both at the same time! Escapes are limited via weapon skills, prioritizing “all in” playstyle with a lot of emphasis on condition application. Specifically; Burning, Chilling, Bleeding.

Elementalist Hammer Idea

in Elementalist

Posted by: LoreChief.8391

LoreChief.8391

Earth:
This tree is designed to pack a lot of AoE snaring and control. Best usage scenario is either for initiating a fight, or joining in an existing brawl.

1 – Smush, Smash, Whabash: (.5s cast time) Deal AoE damage, Deal AoE damage, Deal AoE damage and cripple the target.
2 – Momentum: (8s cooldown, .5s cast time, 600 range) Leap towards the target area, dealing damage to all enemies in the strike zone (200 radius) and granting protection (3s) to yourself and nearby allies.
3 – Rockslide: (18s cooldown, .5s cast time, 600 range) The caster throws their hammer like a giant rocky boomerang – causing it to skitter across the ground while dealing damage and knocking down enemies (1s) within the ring (NOTE!!!: This skill is cast in a circle, not a tround target AoE)
4 – Crackle Slam: (25s cooldown, .25s cast time, self) The caster smashes the ground around them (300 radius) dealing damage and dazing all enemies in the area for .25s.
5 – Seismic Swing: (35s cooldown, 1s cast time, self-and-600 range) The caster slams the ground in a circle both in front of themselves (200 radius) and at the target location (200 radius). Enemies directly in front will take damage and be crippled (5s), enemies at the target location will receive damage as well as dazing (.25s). (NOTE!!!: If you cast this skill directly in front of you, affected enemies will receive both effects and damage)

Fire:
This tree is predominantly ranged, and is designed to dish out short-duration AoE burns. Mind the fire please.

1 – Sizzle, Sear, Smolder: (.5s cast time, 600 range) Sizzle and Sear shoot flaming rocks from the hammer as its swung, dealing damage to enemies, and 25% additional damage to burning enemies. Smolder does no direct damage but applies burning via a projectile fireball (4s).
2 – Molten Dispatch: (10s cooldown, 1s cast time, 130 range) Smack your enemy with the hot slab of your hammer face – knocking them back 400 range and leaving a nice brand on their face. (inflicts 4s of burning).
3 – The Floor is Lava: (18s cooldown, .25s cast time, self) The caster is engulfed in flame, dealing damage to nearby enemies and leaving a trail behind them that causes burning (3s). The trail effect lasts for 5s after being placed.
4 – Eruption: (25s cooldown, .25s cast time, 600 range) Throw your hammer high into the air at a target location, enemies hit will take damage and receive burning (3s). If the enemy is already burning, they will receive 25% more damage.
5 – Fissure: (35s cooldown, 1.5s cast time, 600 range) The caster slams the ground, triggering an eruption which cascades across the range of the skill, dealing damage and burning (5s) all targets caught in the effect.

Elementalist Hammer Idea

in Elementalist

Posted by: LoreChief.8391

LoreChief.8391

Water:
I originally wanted this to be a ‘poisoned water’ tree, but decided it would be best to leave it as an ice based tree. These skills are predominantly melee and concentrate on chills. The premise is that if you force the ele to go into frost mode, you’ll find that they are still capable of wielding their mighty hammer properly, and they’ll use it to smash your face in.

1 – Chiller, Freezer, Glacier: (.5s cast time, 120 range) Deal AoE damage, Deal AoE damage, Deal AoE Damage and inflict enemies with daze (.25s)
2 – Chill Out!: (10s cooldown, 1s cast time, 120 range) Smack nearby enemies, dealing damage and chilling them (3s).
3 – Tundra Thump: (15s cooldown, 1s cast time, self) Swing your hammer around you, dealing AoE damage to surrounding enemies (radius 250). Deal 100% more damage to chilled enemies.
4 – Avalanche: (25s cooldown, .75s cast time, 300 range) The caster leaps to the target area, striking the ground with such force that all surrounding enemies (radius 200) receive damage and are knocked down (2s).
5 – Arctic Armor: (35s cooldown, .25s cast time, self) The caster encases themselves in a shield of ice for 5s, preventing all direct-damage and chilling nearby foes (radius 200) for 3s for every second they are in the vicinity.

Air:
Air so powerful that it bleeds! Good to see for once This line is a mix of mid-range and close-range skills, with short-duration bleeds applied in high stacks. Most skills are not AoE though. Like a chaotic twister, the Elementalist cannot decide whether to keep enemies close or far away. Either way though, it will have fun making a mess of the place in the process.

1 – Kapow, Kapop, Kazap!: (.5s cast time, 600 range) Kapow and Kapop inflict medium damage and inflict 3 stacks of bleeding (6s) to a single target. Kazap does high damage and calls down a bolt of lightning which deals additional damage to all nearby bleeding targets.
2 – Storm Chaser: (10s cooldown, .25s cast time, 600 range) Quickly leap to the target location, dealing damage and applying 5 stacks of bleeding (4s) to enemies present upon skill activation.
3 – Tossed Aside: (18s cooldown, .75s cast time, 600 range) Target enemy is launched sideways (from the left) 700 range. This skill deals no damage.
4 – Swept Away: (25s cooldown, 1s cast time, 120 range) Target enemy is knocked back (500 range) taking damage and receiving 8 stacks of bleeding (4s).
5 – Torn Nado: (35s cooldown, 1.5s cast time, self) Spin yourself around for 4s, reducing your movement speed by 25%. All enemies in the spin zone (Radius 300) receive damage and 6 stacks of bleeding (3s) every second.

(edited by LoreChief.8391)