New Mechanic idea: Synergyc Elements

New Mechanic idea: Synergyc Elements

in Elementalist

Posted by: Thorniss.2301

Thorniss.2301

Hello folks!

I’m an elementalist fan since this game came out, and even before this happened i used to think “wouldn’t be nice if the ele had the ability to involve more than one element in a single skill?”.
So, in the wake of the hype train leading us to HoT, watching the direction developers are taking with adding the core and elite spec system, with new mechanics here and there, i came up with an idea i wanted to share with the community.
I hope you guys from Anet find this interesting, or at least find it as a good starting point for a new elite spec (or, even better, a profession core) mechanic.

With no more hesitation, i introduce you my idea:

F5 skill: Synergyc Elements: when you use this skill, nothing happens in the first place. After this, the next time you switch attunement, Synergyc Elements becomes a new skill, depending on 2 factors:

1- the attunement you leave
2- the attunement you get in

After using one of the following skills, Synergyc Elements goes on cooldown for X seconds (it may be 20, or 25, or something similar, or it may depend on the skill you used).

Note: All the numbers, conditions and effects you are going to read are based on my personal feelings, i just wrote them down to give a better sense of what i ment with “mixing up elements”; the core message i wanted to share is the mechanic itslef.

Switching from Fire

… to Air: Tree Basher: enemy target gets struck by a high damaging lightning that burns it.
cast time: 1 second
range: 1200
burning duration: 5 seconds (4 stacks)

… to Water: Sublimating Ice: target area gets covered in smoke, periodically blinding enemies inside.
cast time: 1 second
range: 900
radious: 300
blinding duration: 2 seconds (apply on cast and every 2 seconds)
number of targets: 5
field duration: 4 seconds
combo field: smoke

… to Earth: Molten Boulder: jump to your target, stunning it, damaging and burning enemies in the area.
cast time: 0.75 seconds
range: 600
radious: 300
stun duration: 1 second
burning duration: 3 seconds (2 stacks)
number of (burning) targets: 5
combo finisher: leap

New Mechanic idea: Synergyc Elements

in Elementalist

Posted by: Thorniss.2301

Thorniss.2301

Switching from Air

… to Fire: Fire Whirl: sends out a fire whirl traveling in a line, damaging and applying burning to enemies and granting swiftness to allies it passes through.
cast time: 0.5 seconds
travel range: 600
burning duration: 3 seconds (2 stacks)
swiftness duration: 8 seconds
number of targets: 5 enemies and 5 allies (including caster)

… to Water: Water Spout: sends out a water spout traveling in a line, damaging and applying vulnerability to enemies and granting vigor (or regeneration maybe) to allies it passes through.
cast time: 0.5 seconds
travel range: 600
vulnerability duration: 5 seconds (2 stacks)
vigor duration: 5 seconds
number of targets: 5 enemis and 5 allies (including caster)

… to Earth: Howling Rocks: sends out a resonating wave, damaging and dazing enemies around you (PBaoe).
cast time: 0.5 seconds
radious: 300
daze duration: 2 seconds
number of targets: 5

Switching from Water

… to Fire: Overheating Steam: create a ground target area that explodes after 0.75 seconds, damaging, blowing up and burning enemies inside it.
cast time: 1 second
range: 900
radious: 300
burning duration: 3 seconds (1 stack)
number of targets: 5
combo finisher: blast

… to Air: Mist Conductor: create a mist link between you, enemy target and up to another enemy near it. After 2 seconds an electrical discharge passes through the link, damaging and stunning the linked targets.
cast time: 1.5 seconds
range: 450 (if target enemy gets farer than 600, the link is broken)
stun duration: 1.5 seconds

… to Earth: Quicksand: target area gets covered with quicksands, applying slow and cripple to enemies inside.
cast time: 1 second
range: 1200
radious: 300
slow and cripple duration: 2 seconds (apply on cast and every 2 seconds)
number of targets: 5
field duration: 6 seconds
combo field: dark (or ethereal maybe)

Switching from Earth

… to Fire: Pyroclastic Flow: sends out a fast traveling debris wave, damaging, crippling and burning enemies it passes through.
cast time: 1 second
range: 1200
cripple duration: 5 seconds
burning duration: 5 seconds (1 stack)
number of targets: 5

… to Air: Fulgurite Dome: a lightning creates a fulgurite dome on target enemy, preventing it to move out. After 2 seconds the dome breaks, applying vulnerability and bleeding to the target.
cast time: 1 second
range: 900
vulnerability duration: 5 seconds (3 stacks)
bleeding duration: 8 seconds (3 stacks)

… to Water: Mud Flow: sends out a mud flow, damaging and applying slow and torment to enemies around you (PBaoe).
cast time: 1.5 seconds
radious: 450
slow duration: 4 seconds
torment duration: 5 seconds
number of targets: 5

New Mechanic idea: Synergyc Elements

in Elementalist

Posted by: Zelyhn Lekovitch.2867

Zelyhn Lekovitch.2867

This is definitely an interesting idea!

Zelyhn.8069 [rT]
Retired elementalist theorycrafter

New Mechanic idea: Synergyc Elements

in Elementalist

Posted by: Jaetara.4075

Jaetara.4075

hehe I don’t know if they are going this way but I like your idea a lot! It is innovating and interesting

Ah btw some of the skill ideas that you are describing remind me of a post I did some time ago about my thoughts on how Tempest could work. Check it if you like:
https://forum-en.gw2archive.eu/forum/professions/elementalist/Tempest-What-do-you-expect-or-wish-for/first#post5127235

(edited by Jaetara.4075)

New Mechanic idea: Synergyc Elements

in Elementalist

Posted by: Mattmatt.4962

Mattmatt.4962

With my suggestion to lingering element before they just delete this poor little weak trait, i can only +1 your suggestion ^^

One little thing tho:
I wouldnt require to press F5 one first time to “activate” it. The game should perma check the element combinaison. It allows you to react to some “surprise” if by chance you’re in the right combinaison to deal with it.

I think it’s a bit too late for Tempest, but i hope for the next elite spec <3

Tempest seems made careful not to make ele better in any way, since that would be bad

It does the job well :-)

New Mechanic idea: Synergyc Elements

in Elementalist

Posted by: Lorenzo.4953

Lorenzo.4953

i think it is a good idea

New Mechanic idea: Synergyc Elements

in Elementalist

Posted by: Thorniss.2301

Thorniss.2301

Ah btw some of the skill ideas that you are describing remind me of a post I did some time ago about my thoughts on how Tempest could work. Check it if you like:
https://forum-en.gw2archive.eu/forum/professions/elementalist/Tempest-What-do-you-expect-or-wish-for/first#post5127235

I took a look, very nice idea too, i missed it ^^

New Mechanic idea: Synergyc Elements

in Elementalist

Posted by: Thorniss.2301

Thorniss.2301

One little thing tho:
I wouldnt require to press F5 one first time to “activate” it. The game should perma check the element combinaison. It allows you to react to some “surprise” if by chance you’re in the right combinaison to deal with it.

I see your point, and i like it very much! It all flips around on how much hard the use of this mechanic should be;

Anyway, i thought even to a variant: after activating Synergyc Elements the first time, when you select an attunement you do not switch to it, but instead you gain the new skill like described above, while the attunement you used to get the synergy goes on a cooldown for X seconds (something between 3 or 5); if that attunement is already on cooldown, it simply get extended.
This way you could get use of 3 different skills (by synergy) without switching your attunement, paying this with the impossibility to switch to the “used” attunement for a while.

New Mechanic idea: Synergyc Elements

in Elementalist

Posted by: Zention.1849

Zention.1849

Sounds interesting. Would definitely make the ele gameplay more innovative. I like it!

Homo sum, humani nihil a me alienum puto