:)
It's fun to dream, so let's dream.
:)
For my ideas, I will start out by saying that it will only be mainhand. Dagger or focus will need to be equipped with sword.
I’ll come up with the names later.
Fire
1- Swing your sword to burn them. Range 250, Cleaves, burning 1s. Dmg=500. 3/4s cast.
2- Quickly hit your foe to daze them for 1 second. Cleaves, dmg=940. 1/4s cast. 10s cd.
3- Hit your foe hard and burn them. dmg=1,350. 1s cast. 20s cd. burn = 5s
Water
1- Hit your foe to heal yourself and apply vulnerability. Cleaves. Gain additional healing for each foe hit. Healing=60. Vuln=7s. 1/2s cast. dmg=200
2- Hit your foe to chill them. 3/4s cast. chill=4s. CD=8s dmg=600
3- Channel energy from your sword to heal yourself. channel time= 3s. Heal per second= 500. 15s cd.
Air
1- Hit your foe. Dmg=800. Cleaves. 1s cast.
2- Charge with your sword to hit your foe and apply blind and weakness. Blind=4s, weakness=4s. Range=750. Damage=1,300. CD=10s.
3- Give yourself swiftness for 10 seconds and rapidly hit your foe. number of hits=5. dmg=1,700. CD=25s. Channel time=1.5s
Earth
1- Hit your foes to apply bleeding. Cleaves, bleed lasts 7s. Dmg=300. 3/4s cast.
2- Immobilize your foe if you hit with this attack. Dmg=800. immob=2.5s. 1s cast.
3- Hold your sword up and block for 3s. If more than 2 attacks are blocked, stop blocking and all nearby foes (600 range) take 4 stacks of bleeding for 8s.
:)
1h Javalin (Main Hand) 0-900 range
The idea is a heavy hitting, slow, midrange defensive style weapon that has access to some power and condition attacks. The weapon will have access to some blocks which will be a fun thing to have on an ele, and some defensive channels. One thing I tried to do was make the auto-attacks fun and not boring. Let me know what you think
Fire
1.a.- Warming Up- Throw a fiery javelin, 90 radius, 900 range, .75 seconds, 300 damage
b.- Boiling Point – Throw two javelins at a time, 900 range, .75 seconds, 325 damage
c. On Fire – Spin and throw three javelins at a time, emitting fire, .75 seconds 350 damage, create an ember where you spin.
Ember – Ember acts similarly to an engi landmine, does 300 damage if stepped on.
2. Self Eruption – Extend arms up and glow yellow. Go into a channeling state for 3 seconds where damage is reduced by 50%, gain retaliation for 3s each time struck (max once per second)
3. Fire Trail- 5s, for the next 5s you leave a trail of fire behind you that burns for 2s every 1s. (instant cast not a channel)
Water
1. Distant Spring- 900 range 1.25, Throw your javelin causing vulnerability 300 damage.
b. Oasis – Throw your javelin at your feet healing yourself and nearby allies for 300.
2. Quick Jug- Remove up to 3 conditions, skill 6 heal has its cooldown reduced by 1s for each condition removed this way. Your next skill 6 heal drops a 360 wide water field that grants 5 seconds of regeneration to allies inside.
3. Reservoir- Cast floating water to your sides that lasts for 30 seconds, is consumed when hp reaches 50%, heals for 2500. Gain Regeneration for 5s when consumed.
Air
1. Lightning Bolt – 900 range, 400 damage, 1.25 seconds.
b. Shocking Throw – 900 range, 400 damage 1.25 seconds 100% critical hit.
2. Bottled Lightning – Block the next attack, once blocked a secondary ability becomes available.
2a. Lightning Release- Slam lightning on the ground (360 radius) stunning for 2 seconds and blinding for 5 seconds. Blast finisher.
3. Static Interference- Daze target for .25 seconds, target is weakened for 5 seconds. Instant cast.
Earth
1. a. Light Lug – 900 range, .75s, 175 damage, 1 stacks of bleeding
b. Medium Lug – .75s, 175 damage, 2 stacks of bleeding
c. Heavy Lug – Spin around while throwing, .75s 175 damage 4 stacks of bleeding to target and anyone within 180 radius.
2. Avalanche- Leap at your foe (600 range) crippling for 5 seconds. If hitting a target able to trigger rockslide.
b. Rockslide- The cone in front is hit for heavy damage and 4 stacks of bleeding.
3. Spiked Wall – Raise your javelin to your front and two floating additional floating rock javelins appear by your sides. Block the next attack, gain 5s of protection and give 2 stacks of bleed to the area around you 240 radius.
Missing some values, might tweak it later XD. I know conditions in this game better than I know power so power numbers might need changing for balance. Thanks for reading it
1h Javalin (Main Hand) 0-900 range
The idea is a heavy hitting, slow, midrange defensive style weapon that has access to some power and condition attacks. The weapon will have access to some blocks which will be a fun thing to have on an ele, and some defensive channels. One thing I tried to do was make the auto-attacks fun and not boring. Let me know what you think
Fire
1.a.- Warming Up- Throw a fiery javelin, 90 radius, 900 range, .75 seconds, 300 damage
b.- Boiling Point – Throw two javelins at a time, 900 range, .75 seconds, 325 damage
c. On Fire – Spin and throw three javelins at a time, emitting fire, .75 seconds 350 damage, create an ember where you spin.
Ember – Ember acts similarly to an engi landmine, does 300 damage if stepped on.
2. Self Eruption – Extend arms up and glow yellow. Go into a channeling state for 3 seconds where damage is reduced by 50%, gain retaliation for 3s each time struck (max once per second)
3. Fire Trail- 5s, for the next 5s you leave a trail of fire behind you that burns for 2s every 1s. (instant cast not a channel)Water
1. Distant Spring- 900 range 1.25, Throw your javelin causing vulnerability 300 damage.
b. Oasis – Throw your javelin at your feet healing yourself and nearby allies for 300.
2. Quick Jug- Remove up to 3 conditions, skill 6 heal has its cooldown reduced by 1s for each condition removed this way. Your next skill 6 heal drops a 360 wide water field that grants 5 seconds of regeneration to allies inside.
3. Reservoir- Cast floating water to your sides that lasts for 30 seconds, is consumed when hp reaches 50%, heals for 2500. Gain Regeneration for 5s when consumed.Air
1. Lightning Bolt – 900 range, 400 damage, 1.25 seconds.
b. Shocking Throw – 900 range, 400 damage 1.25 seconds 100% critical hit.
2. Bottled Lightning – Block the next attack, once blocked a secondary ability becomes available.
2a. Lightning Release- Slam lightning on the ground (360 radius) stunning for 2 seconds and blinding for 5 seconds. Blast finisher.
3. Static Interference- Daze target for .25 seconds, target is weakened for 5 seconds. Instant cast.Earth
1. a. Light Lug – 900 range, .75s, 175 damage, 1 stacks of bleeding
b. Medium Lug – .75s, 175 damage, 2 stacks of bleeding
c. Heavy Lug – Spin around while throwing, .75s 175 damage 4 stacks of bleeding to target and anyone within 180 radius.
2. Avalanche- Leap at your foe (600 range) crippling for 5 seconds. If hitting a target able to trigger rockslide.
b. Rockslide- The cone in front is hit for heavy damage and 4 stacks of bleeding.
3. Spiked Wall – Raise your javelin to your front and two floating additional floating rock javelins appear by your sides. Block the next attack, gain 5s of protection and give 2 stacks of bleed to the area around you 240 radius.Missing some values, might tweak it later XD. I know conditions in this game better than I know power so power numbers might need changing for balance. Thanks for reading it
Nice!! I like it. The only problem I see with this, and also mine, is exactly how it will balance with regards to focus and dagger as offhand. There is so much to look at when it comes to ele because of our attunements. I’m going to start tweaking my values and numbers too when I get the chance.
:)
Main hand Sword should only hit one target thus justify it’s existence resembles Mesmer’s Sword (it doesn’t hit 3 targets) and attack as fast as Necro main hand dagger and with its range.
Fire
1 : Fiery Slash: slash your foe dealing 200 damage
b: Fiery Gash: burns your foe 1 second.
c: Fiery Stab: stabs your foe for 270 damage and gain 1might for 1 second.
2: Incendiary Bonds : dashes forward (range: 600) to deal 2 stacks of burning over 3 second (1968 damage) to your foe. If foe suffers from bleeding, foe is Immobilize for 3 seconds. 10 seconds cool down.
3: Star Burst: deals 336 damage and launches nearby foes (radius 180 and launch: 400) 30 seconds cool down.
Water
1: Fluid Slash: slash foe dealing 111 damage
b: Fluid Strike: strikes foe and gain 70 healing
c: Fluid Stab: stabs foe for 222 damage
2: Mirror of Ice: gain stealth for 3 seconds and regen 740 HP over 3 seconds when cloaked. 20 seconds cool down.
3: Winter’s Embrace: Pull your foe to you, chilling them for 6 seconds (range 1200), if foe suffers from burning, foe is dazed for 1 second after 6 second chilled duration expires. 40 seconds cool down.
Air
1: Lightning Flash: strikes foe for 230 damage
b: Lighting Stab: stabs foe, applying 6 seconds of vulnerability.
c: Final Flash: slashes foe to apply 380 damage
2: Shell Shock: Strikes foe for 503 damage. This skill is instant-cast and will not interrupt the activation of other skills. If foe was suffering from the chill condition, target becomes confused for 1 second. 10 seconds cool down.
3: Invoke Lightning: strike your foe with a flurry of sword strikes for 3 seconds ( damage (8x): 808), blinds the space around you every second for 3 seconds. 20 seconds cool down.
Earth
1: Granite Slash: slashes foe for 205 damage applies 1 stack of bleeding for 5 seconds.
b: Granite Stab: stabs foe for 3 stacks of bleeding for 5 seconds.
c: Granite Strike: Strikes foe for 205 damage apply weakness for 3 seconds.
2: Stone Striker: damages your foe for 405 damage, 4 seconds of crippling and 1 stack of bleeding for 12 seconds. If the foe suffers from blind you gain 3 seconds of retaliation. 10 seconds cool down.
3: Stone Sheath : a 3 second aura that blocks the next attack, while applying protection and stability to allies for 3 seconds. This skill is instant-cast and will not interrupt the activation of other skills. 20 cool down seconds.
I hope sword main hand would lead to the benefits of full rotations through attunements while working well with dagger and focus offhand.
(edited by Waisenpai.6028)