(edited by Phyrak.7260)
Single element - skills and traits
Currently – fire is the best element to camp
fire is very good for might stacking but lacks healing or cleansing conditions for self or allies
as an out of attunement secondary – you have a 10% to apply cinder
new traits:
Toxic smoke – apply poison when you apply blind
Melted defense – apply vuln on burn application/ tick
Choking haze – confuse on blind
Burning rage – gain fury on burn application
Embers allure – gain protection on burn application
Cleansing flame – cleanse 3 conditions/ 360 AOE/ 15 CD
Combustive – 3 burn ticks creates a blast finisher – 15 CD
Cauterize – heal based on burn damage
Regenerating flame – your fire fields grant regeneration to allies
(edited by Phyrak.7260)
Air is a glass cannon – but lacks sustained pressure and healing
skills to come
passive 33% move speed
out of attunement as secondary – gain 10% move speed bonus
traits:
Spark – AOE burn: 1 second/ 7 second CD/ 25% chance on crit/ 3 targets/ 240 range
Strikes twice – consecutive crits cause a lightning strike
Gail – activating a signet launches targets: 3 targets/ 120 AOE/ 30 CD
Conduit – % to chain lightning
Fury of the Storm – crits grant fury
Strong wind – cripple 3 foes/ 15 sec CD on knockback/launch
Shocking revelation – crits interupt foe 1/4 second/ 12 sec CD
Overcharge – confuse on stun
Grit – % to blind
Revitalize – gain regen on crit
poisonous cloud – poison on crit
Storms protection – gain protection on crit
yes – there is a lot going on when you crit in air :P
(edited by Phyrak.7260)
Earth is all abouts DoT’s
out of attunement;
gain 15% more toughness
Gnawing rocks – x stacks of bleed grant torment
Broken footing – % to cripple foe
Clay blood – every x stacks of bleed gain regen
Mirage – x stacks of torment dazes for 1/4 second
Earthen core – gain protection every x seconds in earth attunement
Scattered stones – your blast finishes grant protection to 3 allies
Blasting auras – your auras now blast the area/ 15 CD
Open wounds – bleed ticks/ application grants a 1 stack of vuln
Earth skills:
Scepter:
1# compound – applies weakness
Staff:
1# piercing strike – apply vuln
Focus:
4/5# seismic wrath – apply cripple/torment and hemorrhage
dagger MH:
3# earths wrath – apply might,fury,protection to self/ blasts area/ applies bleed
dagger OH:
5# quicksand – AOE/ cripple/ bleed
(edited by Phyrak.7260)
Water IMO needs to be a bit more aggressive with some skills/ traits – to be able to both support and cause a bit of chaos within the battlefield and create an ebb/flow effect within the war going on
vapor blades – rather then sending a many slow moving blades – send out a few higher damaging/ vuln stacking at a higher speed
out of element secondary gain – 10% to apply vuln
anyhow here a traits – skills coming soon
Riptide: transfer conditions to your enemy
Tidal surge: increase crit chance on vulnerable target
Geysers: blast finishers on your water fields grant regen
Quiet stream: cleanse a condition every 10 seconds
Endless tide: apply weakness when you apply vuln
Cesspool: % to apply poison to a foe
Furious waves: gain fury when you crit against a foe
Even flow: damaging skills heal/ healing skills do increase damage
Hailstorm: consecutive strikes increase damage
Cold solstice: when you chill a foe you also apply torment to them
(edited by Phyrak.7260)
Dancing will stay the same
the minor trait for arcane at 1 point investment will allow you to select whether you will be dancing or an arcane caster – with this selection all minor traits will revert to as they are now with dancing in mind rather then single element
Arcane can have either two functions
- always crit but with very very low multipliers
- low damage with high multipliers
skills coming soon
traits:
pulse of power: gain a random boon every 10 seconds
Arcane wrath: signets gain arcane spell properties when used – fire grants might/water grants regen/air grants fury/earth grants protection
Elemental Flow: cantrips gain boon of opposite element – mist form grants might etc
Endless wrath: gain 3 second of quickness when you gain a boon – 30 CD
Secondary strength: amplifies secondary element by 25% – 12.5% move speed in air etc
Extended auras: auras now last an additional two seconds
Sublime signets: signets grant boon on interval based on element – might for fire etc
Arcane weapon skills:
Staff:
1# magic missiles – seeking/slow firing
2# telekinetic reflex – reflex missiles/ grants retaliation
3# arcane wall – applies 1 condi/boon per second
4# force cage – immob targets/stacks vuln/stacks fury
5# arcane storm – applies condi/boons
Scepter:
1# arcane orb – applies vuln/ grants fury
2# vicious wave – similiar to RS/power based
3# arcing strike – AOE/blast finisher/ consecutive strikes
focus:
4# sky fall – apply confusion and torment/ similir to comet
5# arcane protection – aura/ gain retal and rng selected boon
dagger OH:
4# coursing wind – damamge increased by # of condi’s
5# black hole – blast finisher/stacks vuln/ sucks in enemies
dagger MH:
1# arcane slash – 33% to gain random boon
2# arcane jaunt – applies protection/ leap finisher
3# eternity strikes – 7 strikes/ applies random condi
trident:
1# seeking spear – 3rd strike removes boon
2# reflective state – reflects projectiles
3# crushing tide – drags enemies down
4# bountiful wave – heals and grants protectino
5# expansive ocean – grants fury and aegis
(edited by Phyrak.7260)
saved for conjures
/15 char
elemental combos
/15 characters
(edited by Phyrak.7260)
You are welcome to comment – I will be editing these over time with any ideas which ring out well with single elements from the forums
what are your thoughts on the traits which I have written up?
Edit: added Arcane element traits
Nigh on 200 views
May I get some thoughts of some peoples
-Phyrak
You suggest huge buffs to every single attunement (like 33% passive buff to movement speed while attuned to air, wtf). What you overlook is that such buffs would be totally overpowered if people still used attunement rotations. It’s simply not going to work. You’re trying to build a car with rectangular wheels here.
I’m guessing these traits would have downsides for the other attunements?
Single element builds should be bad because there’s no counter-play. People can’t be like: he switched to fire here comes the burst, he switched to earth, get read for the cc, he switched to water, time, to apply condis.
Thanks for your reply law.9410
I’ve been a little busy recently
Am currently working on way of either combination powers of two elements – ie fire+water= steam – because elementalist are skilled in all elements
I’m also looking into potential nullification of elements if they are opposed
Ie – if traited into air as your main element, then your earth will do very little damage
More stuff to come when I get the time
Thanks for reading
-Phyrak
Hey Phyrak, I thought of utilizing single attunement also and here is what I had made a month ago. You probably missed to read my post back then. Let me know your views on it
https://forum-en.gw2archive.eu/forum/professions/elementalist/Diva-s-Condi-Signet-Build-Video-Added-1/first
Hey Diva
I have indeed seen the video
I have toyed with a single element with an earth/signet/aura build
More work to be done with the elemental singularities
-Phyrak
added earth and arcane skills
more to come
thanks for reading
-Phyrak