Dunno if this will actually help much but I’d think it’d help some at least.
The idea is that you add an Activated Skill if the player presses the Attunement Key while already attuned to that element. Like by pressing F1 when attuned to Fire, for instance. This would have an internal CD of their own, therefor simply acting as an additional 6th Weapon skill much like Warrior’s Burst, however unlike theirs it wouldn’t be affected by the weapon equipped. The idea is that they should add something specific to the Element rather than weapon, so as to compliment builds who lack certain skills and strengthen those that already have them.
Ideas:
Fire:
Nova – Release a powerful explosion that sears enemies and sends them flying
- Deals Heavy Damage and Launches nearby enemies
- Burns all nearby enemies for 5s
- Is a Blast Finisher
- 3/4th sec. activation time and CD of 45 Seconds. Radius 240
(Fire is all about damage, so adding a CC to this skill might not sit right with some, however this will create some breathing room for the Elementalist without locking them out of their primary damage Attunement. It being a Blast finisher causes it to synergate with the many fields Elementalists have access to.)
Water:
Haze – Create thick haze at the target location. Enemies entering the haze stacks Chill and Vulnerability, while allies are rejuvenated and cleansed of conditions
- Duration: 10 seconds.
- Allies within the area are healed once every second and cures a condition once every third second, plus an additional tick on creation. Total Healing should be around 2000-2.200 at 80, scaling slightly better than other Water Heal skills.
- Enemies gain Chill (1s) and 1 stack of Vulnerability (10s) every second they remain in the area.
- Combo Field: Ice
- 1 sec. Activation time and a CD of 50 sec. Range 1200, radius 360.
(Adding another Heal to the water attunement might seem redundant, but fact of the matter is that Elementalists depend on Healing to survive, it’s always been like that. Furthermore, it works in synergy both with offensive and supportive builds. Offensive will find a much needed refuge for when things turn dire, while supportive builds will see their repertoire increase both for helping the team and hindering the enemy. As a combo field: Ice, it can be used to stack Frost Aura which reduces incoming damage, further upping survivability for the Elementalist and their allies.)
Wind:
Gigabolt – Send a lightning arc ripping through the air at your target, dealing massive damage and stunning them.
- High Single target damage
- Stuns (2s), Blinds (5s) and Weakens (8s) the target
- 1/4th sec. activation time and CD of 35 sec. Range 1200
(The CD might seem like much, however the trade-off would be the nigh-instant Damage spike that also severely disables the target. The crippling effects can possibly turn the tide of battle in PvP or 1v1 scenarios, whereas the high burst damage alone makes it useful in PvE against stronger enemies, such as silvers in dungeons.)
Earth:
Gravity Well – Destroy projectiles and grant Stability to allies around yourself, while stacking Cripple and Torment on nearby enemies.
- Duration: 6 seconds.
- Grants Stability (2s) to all allies within the area every 2 seconds.
- Grants Cripple (2s) and 4 stacks of Torment (2s) to up to 5 enemies within the area every 2 seconds.
- Blocks Projectiles.
- Breaks Stun
- Instant activation time and CD of 45 sec. Radius 360.
(Ok, some thematic explenation: A gravity well, where allies are given sure footing, while enemies find it downright painful to try and remain in there. Furthermore, the gravity would cause projectiles to just plummet down. Mechanics-wise, Earth has always been an attunement meant for defense and Damage-over-time. Here, you can protect your allies exceptionally, as well as dealing damage to enemies coming too close. It would also add Torment to the Elementa-List of Condis, which it sorely needs.)