I love to think of weapon skillsets for different classes, and since sword has been suggested so many times I though I would make up one worthy of the Elemetalist. Love to hear your feedback on it.
So the main goal of this skillset is to give a truly unique playstyle to the Elementalist, without making it overpowered or encroach on the playstyles of other classes. So I tried to look at attuenments differently. Instead of requiring attunements to be switched constantly in rotation to maintain maximum dps, each attunement has a specific purpose, or playstyle, similar to how other classes take different weapons for different purposes. For instance, air attunment for ranged, water for support, and earth/fire for melee. To make this work, sword auto attack skills would also have to be viable damage dealers similar to other classes, so you could rely on it when skills are on cooldown. A consequence of this is that traiting into Arcane Magic is not as importance as you shouldn’t need to switch as often, which should allow for some more build diversity.
A secondary goal is to find a weapon that synergizes with focus more, by offering alternate options to important dagger skills, as well as making certain attunement pairings less optimal for dagger compared to focus. So without further ado, the skillset:
Fire
Fire skills are your main damage skills, and if you are just looking for pure dps you should stick to it. It is melee focus and would play similar to guardian sword.
1 Auto Attack Chain
1/2s Sword swing
1/2s Sword backswing
1s 360 Sword spin, fire extending from the sword to double the melee range. Can hit up to 5 tagerts
2 Heated Metal
A slight lunge (250ish range) with a forward stab. Gives enemy 5 stacks of vulnerability for 3s. If hitting an enemy from behind, it also cripples them for 2 seconds. Fairly high damage.
8s CD
3 Flame Drill
Player dashes forward with sword floating just in front of him, spinning radially (like a drill). Ticks a hit 4 times a second (maximum 4 hits) and each successful hit adds 1 second of burning to the target. Does moderate damage.
12s CD
Leap Finisher
600 range
Water
Water, as usual, is the support side of the Elementalist. While that hasn’t changed, I took a different look at it to keep things interesting.
1 Auto Attack, Water Stream
A continuous stream of water from the tip of the sword, similar to Air Scepter auto attack. Every 3 seconds of continuous attack it pulses at the target and gives everyone around it 1s of regeneration.
900 range
2 Washout
A wave generates from the player and moves out 360 degrees around them. The wave cleanses 1 condition per player that it passes through. Enemy players/mobs will be pushed back by it until it reaches max range, but it will not interrupt them (they can still move in any direction away from the waves, attacks will still continue to cast). Pushback is negated by stability.
15s CD
350 radius
3 Ice Wall
Summons a wall of transparent ice at ground targeted area (think guardian line of warding). Wall cannot be passed through with stability, but does not cause knockback. Instead, players can destroy it by damaging it (similar to binding roots/entangle), but attacking it in melee range gives enemies 1s chill per hit.
35s CD
900 range
5s duration
(edited by GhostoftheDay.2150)