Fan Elite Specialization: Arcanist
Profession: Elementalist
Elite Specialization Name: Arcanist
Profession Mechanic: Arcane Attunement
Unlock the secrets of the fifth attunement, Arcane. This attunement is centered around the notion of quickening the attunement recharge, which quickly enables you to switch attunements more rapidly than a normal elementalist. A new [F5] attunement will appear on the side of the skill bar with the Arcane attunement.
Weapon: Sword
Utility: Surges (new)
Deconstruction of the Specialization (go to TL;DR if you want to get to the good stuff)
The core idea for this specialization is that this specialization will have the exact opposite of the Tempest mechanic. We can break down the basis of the Tempest specialization to be:
- attunement camping for rewards (as seen by the overload mechanic)
- taking a hit “safely” i.e. passive damage mitigation (the concept of Elemental Bastion, Hardy Conduit 40% protection, etc.)
- boon/support orientated (auramancer + aura trait synergy)
- auras
Originally, some players were extremely critical about camping in an attunement for a -long- amount of time. Most players back then with these complaints were usually “cele d/d” PvP’ers, who often used multiple attunement swaps in order to stack might, deal damage, and sustain themselves in particular situations. In essence, the reason they complained about tempests was it was the exact opposite of this type of gameplay. So, with that in mind, the elementalist specialization would have to have the following baseline mechanics:
- incentivises attunement swapping
- introduce more active forms of damage mitigation
- dps orientated power/condi
- the improvement of a new base mechanic on elementalist
Reviewing the other low HP classes in GW2 (being Guardian and Thief), active forms of damage mitigation are more common than you think. Thieves have evades, shadowsteps, and stealth in order to keep out of danger and keep themselves alive. Guardians have blocks, invulns, and trickle heals that help sustain them from most forms of damage. By taking some of these mechanics found in other low HP classes, we can base the specialization to be around these mechanics, whilst maintaining a dps flair to it. Auras can be seen as defensive in nature, providing defensive effects to a player. For the mechanic to be expanded on, I chose combo fields – such as [Lava Font], [Frozen Ground], etc. It would be interesting to improve on these elementalist fields.
In weapon choices, the choice for this is obviously sword, with the origins of the mechanic of the class originating from the d/d cele elementalist, but there was a process involved in logically selecting this weapon as the choice:
1. No conjure weapon types
This is an obvious choice as it would cause some difficulty in forming ideas for weapon skills in the elite specialization as it would clash with existing conjure weapon skills. For example, with Fiery Greatsword as an example, we’d get 2 fire based greatsword sets if this were to come in. It may be more pleasing for the Fashion Wars 2 people to be able to equip some conjure weapons “naturally” for their look, but it won’t introduce something new for the elementalist community as a whole. With this said – greatsword, axe, shortbow, hammer, and shield are out of the choices of weapons available.
2. No off-hand weapons
This should be obvious to most of the elementalist community, but for those who don’t know: we have 1 2h weapon and 2 1h weapons, one of those being scepter. The most likely scenario for this situation is that any off-hand’s will obviously be especially focused for d/x builds instead of s/x builds. We can see this in some of the synergies of the d/wh skills, like [Water Globe] [wh5] chaining into [Frozen Burst] [d3] for some AoE healing. Also, another off-hand will be boring – so torch and another varient of warhorn (entirely possible for anet to do) is out of the question.
What weapon choices are left include:
- mace
- sword
- pistol
- longbow
- rifle
Breaking down the list, we see some obsecure fantasy specializations, but we must consider the role of the weapon as a whole in order to choose an effective weapon for a dps orientated specialization.
Mace: these weapons specialize generally with pbAoE attacks and defensive utility. We can see such skills such as the blocks from Warrior and Guardian mace sets and the small AoE left with the Reverent maces. All of these suggest that it will NOT be suited for a dps specialization.
Pistol: generally specializing in single target condition application and minor utility. Although being a niche idea for a condition build, it lacks potential in some important areas, such as water attunement. Fire is obviously burning, Earth is bleeding, and with Engineer’s having [Static Shot], you can make confusion be with Air – but Water attunement is in a horrible case of not having anything too interesting to go for it. Not to mention that only having one condition per attunement would make pistols extremely boring to use. Pistols at the moment CANNOT be in a dps specialization so far.
Rifle and Longbows: generally being long range power weapon with plenty of useful utility. While the weapon typing gives a nice allure to the specialization, both of these weapons offer almost the same mechanics that staff gives elementalist. These won’t introduce a new mechanic in terms of weapon skills, so both are OUT for now.
Sword: even without the process of elimination, sword is the best choice out of the few. Swords generally take the role of close-range cleaving attacks with some attacks taking situational advantages into battle. A wide range of skill types exist with swords, making the formation of skills easier and more synergetic with the nature of the elementalist attunement system. Also, it’s like a poor man’s dagger, so it’s a win win in terms of the concept of the specialization.
After the choices of a “dps” specialization and sword being the main concepts, the profession mechanic had to be decided. There a multiple ideas that I had for elementalist, such as:
- an [F5] skill that combined the two elements that you had switched to and out off to make an entirely new skill (eg. switching out from fire into earth made the [F5] skill to be a magma based attack, and so on) [similar to the “Weaver” fan elite specialization a while ago]
- an [F5] skill that transformed you into a “Berzerker” like form, but only with the attunement you are currently selected in
- a passive buff from switching to other attunements
- an [F5] skill that introduced a new arcane attunement
I finally chose the arcane attunement system since it complimented the elementalist’s core mechanic of attunement swapping, arcane attunement would incentivize attunement swapping. A new attunement would also be an extention on the original attunement system, with more attunements providing a new experience to those who decide to camp in fire/air attunement all day.
For the utility, it was originally the “Physical” category, as swords were meant to introduce some dodges and active ways to avoid damage, but the concept of physical on elementalist seemed too basic of an idea and did not fit with the magic of the elementalist. Instead, it was easier to make an entirely new utility category altogether, transforming my existing ideas instead of starting fresh.
Surges are a combination of “charge based mantras and overloads as one utility skill”, introducing a charge over time system on your utilities. The main mechanic of surges are “weak effects with small cooldowns, and big destructive effects if you build up the charges”. Activating a surge will apply an effect that can be shown on the bottom of the screen. Over time, charges will be added on these effects, showing a number on the side of the effect icon. The skill can then be used with little cooldown, provided there are enough charges in order to use. However, building up charges can transform the weak skills into huge spells, doing some useful utility.
To elaborate, the heal utility [Splash Surge] provides some weak healing (roughly the same scaling as Elemental Bastion healing), with a charge occuring every 10s. There can only be three charges max for this surge, so at most, one can only spam three [Splash Surges] consecutively if you do not wish to go for the max level surge [Deluge]. At the max level of charges (i.e. at the moment the 4th charge occurs), another skill will be available, [Deluge]. This skill heals for a moderate amount, but provides an effect that improves a targets incoming healing by 50%. Using the max level surge will also put the utility into a cooldown, locking out the build up of charges until you reactivate the utility.
=PROS of surges=
- a dynamic system of charges and management, complimenting the nature of the specialization
- effectively low cooldown utilities (such as blinds, stability, minor condi removal, etc.)
- strong charged surges dealing heavy damage or utility
=CONS of surges=
- fully charged skills have an effectively long cooldown (heal skill has an effective 40s cooldown on the max charge skill)
- holds a small sense of complexity in management and execution, causing some players to dislike the mechanic altogether
- may be unbalanced and overpowered (need to test this in actual gameplay to fully confirm this)
(edited by Sutepun.9450)
List of “Arcanist” skills:
Arcane Attunement Weapon Skills Ideas
[ STAFF ]
[1.]=Spacial Ripple (casttime{ct}: 1 s) {coeff: 0.9}
Distort the area infront of you, dealing more damage based on how many targets are hit. ( damage if 1 target: 207 | damage if 2 targets: 241 | damage if 3 targets: 289 | number of targets: 3 | range: 450 )
[2.]=Cataclysm (ct: 0.75 s) (cooldown{cd}: 8 s) {coeff: 2.95}
Releases a whirlwind of arcane energy in a line infront of you. ( damage (x3): 796 | number of targets: 5 | duration : 3 s | radius: 140 | range: 600 )
[3.]=Elemental Crush (ct: 0.75 s) (cd: 15 s) {coeff: 0.3}
Call upon all the elements to inflict a number of conditions to foes at a target location. ( damage: 80 | {1} burning (4s): 526 | chill (4s) | {3} vulnerability (4s) | cripple (4s) | number of targets: 5 | radius: 180 | range: 1200 )
[4.]=Implosion (ct: 1 s) (cd: 25 s) {coeff: 1.2}
Draw in arcane power from the surroundings, pulling foes towards you. Inflicts more vulnerability based on how many foes are pulled. ( damage: 300 | if 1 target; {2} vulnerability (10s): 2% Incoming Damage, 2% Incoming Condition Damage | if 2 targets; {6} vulnerability (10s): 6% Incoming Damage, 6% Incoming Condition Damage | if 3 or more targets; {10} vulnerability (10s): 10% Incoming Damage, 10% Incoming Condition Damage | number of targets: 5 | pull: 600 | range: 600 )
[5.]=Concentrate (ct: 3.25 s) (cd: 50 s)
Channel arcane power for yourself and others, giving stability to others and attunement recharge for you. ( pulses: 3 | {3} stability (3s): | attunement recharge: 4.50 s | number of targets: 5 | range: 600 )
[ DAGGER ]
[1.]=Arcane Needles (casttime{ct}: 3/4 s) {coeff: 0.42}
Conjure arcane needles to pierce your foes that randomly inflict conditions. ( damage (3x): 300 | randomly inflicts conditions | {1} vulnerablility (3s) | cripple (3s) | weakness (3s) | number of targets: 3 | range: 300 )
[2.]=Elemental Rend (ct: 2.5 s) (cd: 12 s) {coeff: 1.64}
Focus arcane energy towards a foe, ending with a blast finisher at the foe. ( damage (7x): 614 | range: 600 | combo finisher: blast )
• It can be detonated early into Disperse (ct: 0 s) (cd: 1 s) {coeff: 0.375}
Release the built up energy early towards your surroundings. ( damage: 90 | number of targets: 5 | radius: 240 | combo finisher: whirl )
[3.]=Discharge (ct: 0.5 s) (cd: 20 s) {coeff: 0.61}
Spin in place releasing stored energy, dazing and damaging nearby foes for a small amount. Interupting a foe will recharge attunements for a static amount. ( damage: 143 | daze duration : 0.5 s | number of targets: 3 | attunement recharge on interupt: 1.5 s | range: 130 | blocks missiles )
[4.]=Arcane Ricochet (ct: 0.5 s) (cd: 15 s) {coeff: 0.65}
Expel a small bolt of arcane energy outwards, bouncing and causing damage to nearby foes. Each successful hit statically recharges all attunement cooldowns. ( damage: 315 | number of bounces: 3 | attunement recharge on hit: 1 s | combo finisher: physical projectile | range: 900 )
[5.]=Energy Singularity (ct: 0.75 s ) (cd: 40 s) {coeff: 1.81, 2.58}
Expel elemental energy infront of you in a cone, dealing moderate damage and recharging attunements by a static amount. Attunement recharge rates and damage depend on how many attunements are on cooldown. ( damage: 735 | damage vs. no attunement recharge: 1111 | attunement recharge (1): 0.5s | attument recharge (2): 1s | attunement recharge (3): 1.5s | attunement recharge (4): 2s | number of targets: 5 | range: 300 )
[ SCEPTER ]
[1.]=Arcane Spike (ct: 1 s) {coeff: 0.52}
Project a missile at your foe at great speeds. ( damage: 211 | range: 900 )
[2.]=Magic Missile (ct: 1 s) (cd: 4 s) {coeff: 1.02}
Cast an arcane missile, which splits into arcing projectiles at a certain range. (if less than 500 range, damage: 293 | if more than 500 range, damage (x3): 511 | number of targets: 3 | radius: 120 | range: 1200 )
[3.]=Siphon Threads (ct: 0.25 s) (cd: 20 s) {coeff: 0.59}
Tether yourself to a foe with damaging threads of energy. When a foe executes a skill while tethered, your attunement recharges with a static amount. ( damage (x6): 512 | “Dichotemy” (6 s): When a foe uses a skill, attunement recharge on an elementalist is reduced by 0.5 s | range: 900 )
[ FOCUS ]
[4.]=Mystic Bulwark (ct: 2 s) (cd: 30 s)
Block incoming attacks for a short duration. Blocking attacks statically recharges attunement cooldowns. (duration: 2 s | attunement recharge on block: 1 s)
[5.]=Impulsive Exuberance (ct: 0.5 s) (cd: 35 s) {coeff: 0.12}
Create a damaging field which strikes foes with arcane energy. Also improves attunement recharge when inside the field. (damage (x6): 942 | number of targets: 5 | pulse: 1 s | duration: 6 s | attunement recharge on pulse: 0.5 s | range: 900 )
[ TRIDENT ]
[1.]=Ambient Pulse (ct: 0.5 s) {coeff: 0.4}
Produce waves of energy that damage foes around your target. ( damage: 136 | number of targets: 5 | range: 1200 )
[2.]=Elemental Roulette (ct: 0.5 s) (cd: 12 s) {coeff: 0.67}
Disperse elemental energy around your foe. ( damage: 372 | randomly inflicts conditions | {3} burning (3s): 1184 | chill (4s) | {5} vulnerability (6s) | {3} bleeding (10s): 612 | number of targets: 5 | radius: 240 | range: 1200 )
[3.]=Refraction (ct: 0.5 s) (cd: 20 s)
Construct an arcane wall, reflecting all projectiles that pass through it. ( duration: 5 s | reflects projectiles | radius: 300 )
[4.]=Mystic Prism (ct: 1 s) (cd: 30 s)
Ensnare your foe in a prism of arcane energy, causing them to float. ( float: 2 s | range: 1200 )
[5.]=Veil Guardian (ct: ) (cd: 35 s) {coeff: 0.3}
Surround yourself in a mystical veil, granting protection to you and nearby allies and damaging nearby foes. Damage reduces attunement recharge by a static amount. ( damage: 30 | protection (3s) | attunement recharge on hit: 0.5 s | number of impacts: 10 | number of targets: 5 | duration: 10 s | radius: 210 )
Proposed Sword Skills on Attunements
[ SWORD – FIRE ]
[1.]=Dragon’s Tail (ct: 0.75 s ) {coeff: 0.72}
Swing a line of fire in a tail-like form, cleaving foes infront of you. ( damage: 142 | number of targets: 3 | range: 130 )
[2.]=Phoenix Dive (ct: 0.75 s ) (cd: 8 s) {coeff: 1.2}
Dive towards your foe with the grace of a phoenix. ( damage: 319 | {1} burning (3s): 395 | combo finisher: leap | range: 600 )
[3.]=Kindle (ct: 0.5 s ) (cd: 12 s) {coeff: 0.6}
Extend your sword and ignite foes infront of you. ( damage: 211 | {4} burning (4s): 2104 | number of targets: 3 | range: 130 )
[ SWORD – WATER ]
[1.]=Water Slap (ct: 1.25 s ) {coeff: 0.2}
Slap your foes with a water covered sword. ( damage: 99 | range: 130 )
[2.]=Frostbite (ct: 0.75 s ) (cd: 6 s) {coeff: 0.37, 0.8}
Encase your sword with a layer of ice and stab towards your foe. Deals more damage if your foe is chilled. ( damage: 304 | damage vs.chill: 712 | number of targets: 3 | range: 130 )
[3.]=Sublimation (ct: 2.25 s ) (cd: 15 s) {coeff: 0.2}
Condense water particles in the air to form a defensive barrier that blocks one attack. Ripost and chill your foe if you block a melee attack. Gain regeneration if you are not attacked. ( damage: 90 | chill (5s) | {2} regeneration (4s): 1040 | range: 600 )
[ SWORD – AIR ]
[1.]=Lightning Rod (ct: 1 s ) {coeff: 1.3}
Overcharge your sword and produce a tesla coil, lashing out to nearby foes. ( damage(x3): 380 | number of targets: 3 | range: 400 )
[2.]=Jolt Rush (ct: 2.5 s) (cd: 12 s) {coeff: 0.6}
Teleport towards your foe in a lightning flash and strike them. ( damage: 107 | {3} vulnerability (4s) | number of targets: 3 | range: 600 )
—> when used, you may also teleport to your previous location, whilst removing swiftness from your foe. Deals the effects on a line from to the previous location. Wind Tunnel (ct: 0.25 s) (cd: 1 s) {coeff: 0.2}
Return to your original location in a whirlwind. Removes swiftness on a foe. Cripples foes without swiftness. ( duration: 15s | number of targets: 5 | removes swiftness | cripple (3s) | range: 1200 )
[3.]=Striding Twister (ct: 1 s ) (cd: 20 s) {coeff: 0.7}
Ride a small wind current, evading attacks around your target and then strike them with an electrified blade. ( damage: 233 | {5} vulnerability (7s) | evade: 0.75s | range: 130 )
[ SWORD – EARTH ]
[1.]=Stalagmite (ct: 0.75 s ) {coeff: 1.12}
Extend your sword with stone and crash it down onto your target. ( damage: 123 | number of targets: 3 | range: 240 )
[2.]=Serrated Stones (ct: 1.25 s ) (cd: 15 s)
Enchant your attacks with magical stone slivers, causing a chance of bleed on attacks. ( “Serration” (30s): You have a chance of bleeding on attacks. [ {1} bleeding (5s): 110 ] | chance: 20% )
[3.]=Sandstorm (ct: 0.5 s ) (cd: 20 s) {coeff: 1.4}
Surround yourself in a small sandstorm, evading attacks whilst delivering a flurry of blinding strikes. ( damage (8x): 728 | “Sandstorm” (2.5s): Evade all attacks | blind (1s) | number of targets: 3 | range: 130 )
[ SWORD – ARCANE ]
[1.]=Echoing Slice (ct: 0.75 s ) {coeff: 0.9}
Swing your sword around twice, first gathering ambient arcane energy, then finally releasing it to deal extra damage. ( damage (2x): 368 | number of targets: 3 | range: 130 )
[2.]=Splinter (ct: 0.5 s ) (cd: 6 s) {coeff: 1.0}
Imbue your sword with arcane energy and send arcane blades out in a spread pattern. ( damage (5x): 185 | targets per projectile: 5 | combo finisher: physical projectile (20%) | range: 600 )
[3.]=Blade Beam (ct: 1 s ) (cd: 12 s) {coeff: 1.48}
Swing your sword in an arc, causing a blade of energy to chase your foe. ( damage: 400 | evade: 0.25 s | range: 600 )
(edited by Sutepun.9450)
UTILITY: Surges
=Heal=
• Splash Surge [ct: 0.25 s] {coeff: 0.16}
Heals a small amount of HP with a small splash of water. ( heal: 821 | charge recharge: 10s | max charges: 3 )
~> at max charges, the skill Deluge becomes available
[Deluge] [ct: 0.75 s] [cd: 10 s] {coeff: 0.18}
Heals a moderate amount of HP. Also grants the effect [Deluge] in a radius around you, increasing the effectiveness of incoming healing to nearby allies. ( heal: 2931 | “Deluge” (5s): Increases healing effectiveness by 50% | number of targets: 3 | range: 450 )
=Utility=
• Ashen Surge [ct: 0]
Expel a puff of fine volcanic ash around you, blinding nearby foes. ( blindness (4s) | charge recharge: 8s | max charges: 4 | radius: 210 | number of targets: 4 )
~> at max charges, the skill Eruption becomes available
Eruption [ct: 0.5 s] [cd: 15 s] {coeff: 1.23}
The built up fire energy is released as a volcanic eruption, heavily damaging and burning foes. Can destroy projectiles for a short duration when casted. ( blast damage: 1098 | field damage: 305 | (5) initial burning (5s): 3287 | (1) burning (1s): 131 | number of targets: 5 | duration: 4 s | blast radius: 240 | field radius: 180 | combo field: fire | destroys missiles )
• Icicle Surge [ct: 0.25 s] {coeff: 0.45}
Manifest an ice dagger that floats around you. Activating the initial surge releases a dagger that chases foes. Deals damage proportional to current health of foe. ( damage: 240 | bonus damage at 100%: 2.25 | bonus damage at 50%: 1.2 | bonus damage at 0%: 0.2 | charge time: 4 s | max charges: 7 | range: 1200 )
~> at max charges, the skill Iceburg Crash becomes available
Iceburg Crash [ct: 1 s] [cd: 23 s] {coeff: 2.1}
Combine all of the stray daggers into a large chunk of ice, and send it crashing down unto a foe. Stray ice shards also form to trap your foe in a case of ice. ( damage: 132 | chilled (1s): -66% skill recharge rate, -66% movement speed | applies “Freeze” | duration: 5 s | combo field: ice | field duration: 5 s | range: 1200 )
• Static Surge [ct: 0s]
Build up a moderate static charge and shock yourself, causing you to remove one movement imparing condition. ( remove chill | remove immobilize | remove cripple | charge recharge: 3 s | max charge: 9 )
~> at max charges, the skill Assisted Updraft becomes available
Assisted Updraft [ct: 1 s] [cd: 20 s] {coeff: 0.4, 0.99}
Conjure strong controlled winds to cause you to leap in a direction unhindered. Extra energy is dissapated as a static field upon landing. ( leap damage: 216 | landing damage: 566 | chill: condition effect ignored | cripple: condition effect ignored | knockdown: 1 s | duration: 4 s | radius: 240 | combo field: lightning | number of targets: 5 | combo finisher: leap | range: 800 | breaks stun )
• Terra Surge [ct: 0.25 s]
Channel the energy of the land, granting stability. ( (1) stability (3s) | charge recharge: 15 s | max charges: 3 | breaks stun )
~> at max charges, the skill Sinkhole becomes available
Sinkhole [ct: 1 s] [cd: 30 s] {coeff: 1.67}
Cause a sinkhole to form around your feet, dragging and crippling foes towards the centre with pulses of pulls. ( damage: 66 | cripple (2s) | initial pull: 300 | pulse pulls: 120 | number of targets: 5 | pulses: 5 | duration: 5 s | radius: 300 | combo field: smoke )
=Elite=
• Arcane Surge [ct: 0.25 s]
Gather stray arcane energy from the surroundings and absorb it to reduce some skills cooldowns. ( recharge reduced: 1 s | charge recharge: 10 s | max charge: 5 )
~> at max charges, the skill Overcharge becomes available
Overcharge [ct: 0.75 s] [cd: 30 s]
Unleash the built up arcane stored within and disperse it into the area around you, reducing the cooldowns of friendly targets by a moderate amount. However, releasing such huge amounts of energy briefly dazes you. ( daze: 3 s | cooldown reduction: 15 s | attunement recharge: 9 s | radius: 600 | number of targets: 5 )
=Existing Skill Changes=
Existing skill changes must occur for some skills as some of the traits and utilities listed below depend on an elementalist’s current attunement. These changes are only in effect upon equipping the elite specialization:
Arcane Abatement: ( fall damage reduced: 50% | arcane: “Impulsive Exuberence” (Focus 5 skill will be used upon fall damage) )
Elemental Attunement: ( vigor (5s): +50% endurance regeneration )
Arcane Ressurection: ( Light Aura (5s): when struck, you gain 2 seconds of retaliation (cd: 1 s) when struck, you apply 8 seconds of vulnerability )
Elemental Contingency: ( resistance (4s): conditions currently on you are ineffective )
Elemental Surge: ( weakness (5s) )
Evasive Arcana: ( arcane: “Disperse” (Dagger 2 activated skill will be used upon dodging) | combat only )
Glyph of Elemental Harmony: ( arcane: vigor (5s): +50% endurance regeneration )
Glyph of Elemental Power: ( trigger chance: 25% | arcane: blind (3s) | effect recharge: 5s | duration: 30s | breaks stun )
Glyph of Lesser Elementals: ( “Lesser Arcane Elemental”: Deals damage and blinds. | duration: 60s )
“Elemental Crush”: Command your arcane elemental to invoke a flurry of energy bursts, blinding nearby foes rapidly. ( blind (3s) | pulses: 5 | number of targets: 5 | radius: 210 | combat only )
Glyph of Renewal: ( arcane: revive an ally; reset all the cooldowns of your target )
Glyph of Storms: ( arcane: “Arcane Storm” | damage: 133 | coeff: 0.5 | weakness (5s) | daze (0.25s) | number of targets: 5 | pulses: 12 | duration: 10s | radius: 240 | range: 900 )
Glyph of Elementals: ( “Arcane Elemental”: Deals damage and slows. | duration: 60s )
“Calamity Break”: Command your arcane elemental to disrupt the flow of energy in the surrounding area, causing foes to slow down. ( slow (3s) | number of targets: 5 | radius: 400 | combat only )
=Traits=
+ Minor Adept
- Continuity: Unlock the secrets of the arcane, allowing you to use a fifth attunement. Allows the use of swords and surge utilities.
+ Major Adept
- Cleric’s Innovation: Executing blast finishers on water fields grant regeneration. Improved effects of blasting water fields when in water attunement. { (1) regeneration (5s): 650 | healing: 1630 / coeff: 0.25 }
- Synergetic Flow: Surge recharge rates are improved. Surges grant vigor and regeneration upon casting. { surge recharge rates: 20% | (1) regeneration (4s): 520 | vigor (4s): +50% endurance regeneration }
- Arcane Dampening: Critical hits have a chance to apply weakness. Foes affected by weakness deal less damage. { chance on critical hit: 33% | weakness (4s) | damage reduced: 15% }
+ Minor Master
- Arcane Discharge: Quickly daze foes around you when attuning to arcane. { daze: 0.25s | number of targets: 3 }
+ Major Master
- Arcane Vigor: Attunement recharge by arcane skills return an equivalent duration of vigor. { vigor (x s): +50% endurance regeneration }
- Field Research: All fields casted will pulse the effect [Arcane Field], which slows movement of foes while they are in your fields. Deal more damage to enemies in your fields. { “Arcane Field”: movement speed: -25% | damage increase: 7% }
- Thaumomancer’s Training: Gain ferocity when attuned to arcane. Reduces recharge rate on all arcane skills. { ferocity: 250 | recharge reduced: 33% }
+ Minor Grandmaster
- Lingering Attunement: The energy from attunements remain at your side for a brief period of time, providing a passive buff. { Fire: [Kindling Power] (5s): 5% damage | Water: [Vapor Shroud] (5s): Negates 1 incoming condition | Air: [Fleeting Breath] (5s): 5% attack speed increase | Earth: [Hardened Resolve] (5s): 5% damage reduction | Arcane: [Synergetic Bounty] (5s): doubles the effectiveness of the next lingering attunement }
+ Major Grandmaster
- Arcane Improvements: Improve upon existing arcane utilities. { “Arcane Brilliance”: healing increase per target: 25% | “Arcane Blast”: cooldown reduction: 50% | “Arcane Power”: 15% critical damage | “Arcane Shield”: blocks 4 attacks | “Arcane Wave”: blast finisher activates twice }
- Scholar’s Reflexes: Have increased endurance regeneration when your HP is above a certain threshold. { endurance regeneration increase: 50% | health threshold: 90% }
- Proper Techniques: Expand your knowledge and improve your weapon skills. { staff: increase field durations: 1s | dagger: 5% attack speed | scepter: increases range to 1000 | sword: 10% damage }