Off-Hand Torch Elementalist

Off-Hand Torch Elementalist

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Posted by: TwoBit.5903

TwoBit.5903

Greetings fellow Elementalists of Tyria. I am very bored so here’s a concept I thought up for an off-hand torch weapon. The main focus of this weapon would be area control and slow damage over time abilities. This weapon would contrast with the off-hand dagger’s mobility and the focus’ focus on defense and, thereby, present a new and distinct playstyle for the elementalist. In PvP it would give Eles pressence as an AoE pressurer. In PvE it would serve as the the Ele’s highest, but also slowest damage weapon.

Fire

Fire Gout
Range-600
Radius-90-180-240
Cast- .75 second
Duration-3 seconds
Cooldown-6 seconds
Damage-3 hits. Direct Damage. All three hits do damage comparable to the explosion of Phoenix

Description- This ranged AoE has three stages. The first stage occurs instantly where fire bursts out of a 90 radius circle from the center of the AoE and hits once. The second stage occurs 1 second later, when the AoE spreads to 180 radius and hits a second time. The third stage happens 1 second later when the aoe spreads to 240 and hits for third time.

I wanted the weapon to have a reliable and potentially strong attack. A 3 stage AoE would allow it to achieve that potential but still give opponents a fair chance avoid all three hits. A low cooldown allows elementalists a very high degree of area control when used along with Dragon Tooth and Phoenix. The nature of the AoE gives it a lot of synergy with Dragon Tooth. For instance one could cast Fire Gout in the direction of the enemy after they run from Dragon’s Tooth.

Curselight
Range- 600
Radius- 50
Cast- .5 second
Duration- 5 seconds
Cooldown- 12 seconds
Damage- 5 hits. 1 hit per second. Direct Damage. Total damage is similar to the direct damage of Dragon’s Tooth.

Description- Summons a a flaming wisp above the opponent that drops embers in a 50 radius AoE every second for 5 seconds. The enemy can avoid all embers running with base running speed. Chilled and crippled enemies will need to dodge in order to avoid them.

This spell isn’t so much about damage as it is about pressure. By casting it frequently enough, the elementalist punishes enemies that rely on stationary channel abilities or melee enemies that need to stop and attack. It will also separate the targeted enemy from their group, lest they want to put their team at risk of damage.

Water

Vapor Cloud
Range- 600
Radius- 180
Cast- .5 second
Duration- 3 seconds
Cooldown- 20 seconds
Field- Water
Damage- 3 hits. Negligible direct damage, but it’s still there for on-hit effects.
Additional Effects- Removes Fury and Might from opponents. Cleanses poison and Bleeding on allies.

Description- Sprays a small cloud of steam directly ahead. The steam does negligible damage but removes Fury and Might from opponents with every tick. It will also cures poison and burn from allies.

I wanted to give the torch some support, but it had to be very situational given its other strengths. This spell is versatile because of it’s function as a water field, and functions as a secondary heal if the player is willing to invest their blast finishers. The combo field allows AoE healing if the user were to switch to fire and use Phoenix, or use Arcange Wave and/or Earth element Evasive Arcana. It will not stay up long enough for Dragon Tooth to take effect. Another spell located further down the list will be able to interact with it as well.

Boil ’n Bubbles
Range- 600
Radius-240 summon field. Bubbles have 90 radius.
Cast- 1.5 second
Duration- 5 seconds
Cooldown- 40 seconds
Damage- No damage
Additional Effects- Blowout

Description- Boils water on the ground at the oponent’s position, summoning three bubbles randomly in a 240 degree radius around them. These bubbles follow the opponent at 1/2 running speed, while maintaining their initial summoning distance. When the opponent touches one of these bubbles they are knocked back.

In keeping with the pressure and incremental damage theme of the torch, I wanted another position-based spell. This would contrast with the Fire’s theme of forcing the opponent to move, and when use with them presents an added challenge in avoiding those fire-based AoE attacks.

(edited by TwoBit.5903)

Off-Hand Torch Elementalist

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Posted by: TwoBit.5903

TwoBit.5903

Air

Incandescence
Range- Point Blank
Radius-300
Cast- 1 seconds
Duration- 3 seconds
Cooldown- 20
Field- Light
Damage- 1 Hit. Moderate damage comparable to Ice Spike.
Additional Effect- Blind

Description- Blinds and damage the area around the caster. A light field will persist for 3 seconds with no additional effect.

I wanted the torch to have some defense against direct melee. This move will function as sort of an anti-initiating skill to be used against the likes of warriors and thieves. The field allows for the player to stack retaliation with arcane wave should the opponent continue their pursuit.

Dancing Wisps
Chain Skill- Bonfire Dance
Range- 600-0
Radius- 120
Cast- .25 Seconds
Chain Cast- Instant
Duration- 5 seconds
Cooldown- 30 seconds
Finisher- Whirl
Damage- Stationary-2 hits per second. High potential damage if all 10 hits land.
When chain skill is active-2-3 hits per contact. High damage.

Description- Summons two wisps that chase eachother in a circle, damaging those in the immediate area. Activating the skill a second time will cause the wisps to fly towards the caster, damaging those along the way

Keeping with the theme of pressure and positioning, this move gives the Ele even more area control. The chain is a bit of a skillshot, but it can be used to punish opponents that aren’t careful with their positioning. Players may also utilize the whirl effect of the spell itself on a light field for random, ranged cleansing or on a water field for a similar healing effect.

Earth

Brimstone
Range- 600
Radius- 360 AoE, Projectiles have 120 AoE
Cast- Instant
Duration- 5 seconds
Cooldown- 20 seconds
Damage- 4 projectiles. Each projectile deals moderate damage in an AoE.
Additional Effects- 2 seconds burning and 3 seconds cripple per projectile.

Description- Hurls four molten boulders at the target area. After 3 seconds, these four boulders land randomly over 2 seconds.

This skill in itself sounds terrible, and it is, but when used to initiate your AoE combo, the skill adds a very necessary random factor to the fight in order to confuse and pressure your opponent. For example an opponent that is extremely proficient at kiting will kite his way through DT, Gout, Curselight, Bubble etc and will continue to do so, but if one of the boulders hits him by chance his chances of dodging other skills is reduced, making the fight much more interesting.

Collapse
Range- 600
Radius- 300-180 ring-type AoE
Cast- .5 second
Duration-3 seconds
Cooldown -30 seconds
Damage- 1 Hit. Moderate, similar to Earthquake.
Additional Effects- Knocks opponents into the center of the AoE. Blowout distance is 120.

Description- Summons a ring of earth that collapses inwards after a two second delay.

More area control! Unlike static field this skill is useful in that it groups up enemies rather than simply stunning them in in the AoE ring. As a trade-off the skill only does so after a short delay in order to compensate for the difference. In PvP it works well with signet of earth and your many cc abilities and presents a dilemma for your opponent. Will they attempt to walk out of it and risk getting immobilized or chilled on the ring, will they try to time their dodge only to all short, or will they stay inside and eat AoE? Works well with the many AoE abilities at your disposal, especially Brimstone and Bubble.

And because we need better fire traits-

Ruminations of Illumination
Fire Apprentice Trait
Torch skills have an additional 300 range.
Does not apply to Incandescence.

Torchurer (Or Torchmaster if you hate puns)
Fire Grandmaster trait
Increases the multi-hit effects of select torch skills.
Brimstone and Dancing Wisps have their duration increased by 2 second, dealing two extra hits. Boil ’n Bubbles lasts 3 seconds longer and is summoned with one extra bubble. Brimstone has one more projectile.

(edited by TwoBit.5903)

Off-Hand Torch Elementalist

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Posted by: OrangeMint.7980

OrangeMint.7980

very cool, you put a lot of thought into this. I would love to have the ability to use a torch off-hand, gives elementalists some more weapon diversity

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Posted by: Gaudrath.6725

Gaudrath.6725

Torchurer would also work as a title. I want it. I want it now.

Uthgar Stormbringer, elementalist
Sigurd Greymane, guardian
~ Piken

Off-Hand Torch Elementalist

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Posted by: SkeeLd.2164

SkeeLd.2164

+1 because all of the skills look so kitten. Really nice job putting this together.

+2 because Torchurer rofl

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Posted by: plasmacutter.2709

plasmacutter.2709

+3 because ANet should apply some logic:

“I’m an elementalist, I’m a master of FIRE; What’s this stick with a bright thing on the end, I don’t know how to use it, owwie when I touch the bright end it HURTS”

Off-Hand Torch Elementalist

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Posted by: TwoBit.5903

TwoBit.5903

It’s unfortunate how the torch is such a unique and interesting weapon that’s underwhelming for all professions that can use it.

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Posted by: Puff Pure.8631

Puff Pure.8631

Looks good, you clearly put in lots of thought and there seems to be lots of synergy between spells, even if there is a lack of mobility which I really like about the dagger weapon sets.

Water fields with a torch seem a bit random though, what if it goes out? ^^

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Posted by: emikochan.8504

emikochan.8504

I love my mesmer’s torch, every class should have every weapon.

Welcome to my world – http://emikochan13.wordpress.com

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Posted by: Nuka Cola.8520

Nuka Cola.8520

The more weapons, the more skills to use/play with the better. +1

Fact: every Thief tells you to “l2p” when the subject is to nerf stealth.

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Posted by: Artemis.6283

Artemis.6283

Yeah Ele really needs some diversity in weapons… We have our attunements sure but a few more weapons wouldn’t hurt…
I would really like to see a torch on a Ele, but I would also like to see a GS ele and main Hand / Off Hand Sword.
If these weapons were added to the ele… i’m totally satisfied =)
But I think we have to wait for the 1st expansion to see them coming…

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Posted by: TwoBit.5903

TwoBit.5903

Looks good, you clearly put in lots of thought and there seems to be lots of synergy between spells, even if there is a lack of mobility which I really like about the dagger weapon sets.

Water fields with a torch seem a bit random though, what if it goes out? ^^

Because magic, that’s why!

And thanks to everyone who enjoyed reading through this.