Specialisation Concept - The Enchanter

Specialisation Concept - The Enchanter

in Elementalist

Posted by: Auesis.7301

Auesis.7301

Enchanter keeps the usual attunements from the normal Elementalist, but receives a mechanical upgrade to how they function.

Enchanters exchange:

- The Arcana traitline for the Enchantments traitline (presumably this is how it will work for all classes eg. Trickery for Thieves, Virtues for Guardians etc)

- Glyphs for Wards. Wards are a new utility type (including a Healing and Elite) that function like GW1 Wards. Think Necromancer Wells that provide very different effects.

- The use of Scepter for the use of Sword in the main hand. Functionally, Sword would be a much more steadfast weapon than previously available weapons, requiring less attunement dancing to get strong defenses. Mobility, blocks and evades are all on each attunement somewhere. Damage potential would be a bit lower than either Dagger or Scepter to enable this.

Now the unique mechanic:

Enchantments

Unlike the regular Elementalist that gets chucked in to an attunement as soon as you press the skill button, Enchanters are able to hold the attunement button to charge that attunement. Doing so grants group-wide buffs depending on how long you have charged for before you release it. There are 3 stages to an Enchantment (the first being instantly upon swapping), and speccing in to the unique traitline (Enchantments) will reduce the time it takes to complete the charge. When you release your attunement, you and your allies will have their weapons coated in the chosen element along with respective bonuses and visual effects that are stronger at each stage. These bonuses range from not only buffs to allies but offensive applications as well. Stage 2 requires about the same time to cast as a Mantra, and getting interrupted will automatically release whatever you got to (Instant or Stage 1). You are also able to move while charging.

Gnome Child [Gc]
Resident Thief

(edited by Auesis.7301)

Specialisation Concept - The Enchanter

in Elementalist

Posted by: Auesis.7301

Auesis.7301

Some examples of bonuses (concept level, not set in stone or theory-crafted):

Fire

Instant: You and your allies will inflict 1 second of burn with each hit for the duration.
Stage 1: In addition, each hit will grant a stack of Might and you are granted a Fire Aura.
Stage 2: Even further, each hit will grant 3 stacks of Might and you all receive the effects of the Superior Sigil of Fire (chance for an AoE fire blast on crits). Upon release, send a wave of fire in front of you that deals more damage the closer a target is.

Water

Instant: You and your allies receive a small duration of Regeneration and each hit will heal you for a small amount while applying Vulnerability.
Stage 1: In addition to a second stack of Vulnerability and extended Regeneration, each hit will also cause 1 second of Chill.
Stage 2: Upon release, a large burst of healing will occur to your allies (rough equivalent of a Geyser) and you will all gain Frost Aura.

Air

Instant: You and your allies gain Swiftness and each hit has a chance to apply some Weakness.
Stage 1: In addition, attacks are under the effect of Superior Sigil of Air (the same way as Fire), while the chance to apply Weakness is increased.
Stage 2: Further, you all gain Super Speed instead of Swiftness and a burst of Haste. Upon release, foes near anyone affected are blinded repeatedly for a few seconds.

Earth

Instant: You and your allies gain a short amount of Protection and your hits have a chance to apply bleeding.
Stage 1: In addition, your hits will now also apply cripple as well as a higher chance to cause bleeding and a small chance of applying Torment. Duration of Protection is also increased.
Stage 2: Duration of Protection increased massively. All allies will now also receive Magnetic Aura. Upon release, launch adjacent foes (Churning Earth’s ending animation would work for this).

The Enchantments traitline

Yeah, some of this stuff is most likely on broken levels in practise (remember, concept!), so we can chuck the stronger things like Haste or the big Might stacking in to the traitline, perhaps as a Grandmaster or Master.

The unique effect of this line would be to reduce the time it takes to charge an attunement rather than reduce the cooldown of attuning itself. The actual traits can not only attach the more powerful effects to each attunement but can also apply different bonuses to the act of charging eg. take less damage while charging or whatever.

Putting aside balance, I’m sure the general idea has been put across!

Gnome Child [Gc]
Resident Thief

Specialisation Concept - The Enchanter

in Elementalist

Posted by: lislis.8075

lislis.8075

where do you get the information `?

Specialisation Concept - The Enchanter

in Elementalist

Posted by: Malchior.5732

Malchior.5732

where do you get the information `?

He made it up himself >.>

I think it’d be a pretty neat idea and I would be completely on board with something like this if it’s viable in a 1v1 scenario. There’s nothing I hate more than feeling useless when I don’t have my team mates, but that’s just me.

Specialisation Concept - The Enchanter

in Elementalist

Posted by: Jski.6180

Jski.6180

Sounds good all but sword why not a maces seeing how its more of a def wepon where sword is more aggressive with a bit of def.

I would love to see what you think sword (or maces if you go that way) would have for each atument.

Main : Jski Imaginary ELE (Necromancer)
Guild : OBEY (The Legacy) I call it Obay , TLC (WvW) , UNIV (other)
Server : FA

Specialisation Concept - The Enchanter

in Elementalist

Posted by: oscuro.9720

oscuro.9720

I’ve got an idea for some sword skills

Sword:
Fire:
1.
A. Fire lash: Lash out with your sword aided by the power of fire. Range: 450 Cast time: .1 second Enemies hit: 5
B. Burning edge: Bring your enhanced sword backdown on your foes. Range: 450 Cast time: .1 second. Enemies hit: 5
C. Impact: Deliver a powerful uppercut with your sword, causing an explosion on impact and blinding nearby enemies. Range: 450. Cast time: .2 seconds. Enemies hit: 5

2.
A. Fire Leash: extend a tendril of fire out towards your foe, teathering them with fire and burning them every second they are teathered. Range: 900 Cast time: .5 seconds. Enemies hit:1. Teather duration: 3 seconds
B. Retrieval: Retireve your flaming leash. Range: 900. Cast time: .5 seconds. Knockdown duration: 1 second

3. Backdraft:
Stab your sword into the ground causing a backdraft that deals heavy damage and locks back your foes.
Damage: 1900. Radius: 240. Cast time: .5 seconds. Knockback range: 100. Knockdown duration: 1.5 seconds

Water:
1. A. Current: slice your blade across your foes driven by the current of the ocean.
Range: 450. Cast time: .1 second. Enemies hit: 3
B. Crash: bring your sword down on your foes with the power of a crashing wave: range: 450. Cast time: .2 seconds. Enemies hit: 3

2. Whirlpool: summon a whirl pool to protect around you, giving out AoE healing and damage.
Radius: 180. Cast time: .2 seconds. Duration: 5 seconds. Healing: 700 health per pulse. Damage: 750 per pulse. 1 pulse per second. Foes hit: 5

3. Torrent: Rush forward in a surge of water, stunning your foe: Range: 900. Cast time: .4 seconds. Stun duration: 1 second

Earth:
1. A. Obsidian Wrath: slice your fle with the extended reach of Obsidian: Range: 450. Cast time: .2 seconds. Does hit: 5
B. Obsidian Revenge: Follow up with a second, more powerful strike that crippled your for: Range: 450. Cast time: .2 seconds. Foes hit: 5
C. Obsidian Destruction: finish your foe with a massive strike that nothing survives:
Range: 500 Cast time: .4 seconds. Foes hit: 1. Damage: 1500

2. Earthen Tendrils: Plunge your sword into the earth, summoning tendrils all around you that immobilize foes: Radius: 260. Cast time: .5 seconds. Immobilize duration: 4.5 seconds. Tendril duration: 5 seconds. Pulse: Every 2.5 seconds. Damage per pulse: 1000

3. Surge: Surge forward with the pulse of an Earthquake, knocking down all foes in your path. Range: 600. Cast time: .3 seconds. Knockdown duration: 2 seconds

Air:
1. A. Aerial strike: Strike as fast as wind, damaging your foes: Range: 450. Cast time: instant. Enemies hit: 5
B. Brilliant slash: slash your foe with a strike so fast it cuts straight through even the strongest materials. Range: 450. Cast time: .1 seconds. Enemies hit: 5. Damage: 1000
C. Electric release: Stab at your foe, electrifying the air around your sword: Range: 450. Cast time: .2 seconds. Damage: 600. Stun duration: .5 seconds

2. Thunderbolt: Summon a thunderbolt to conduct through your sword and into the earth, damaging all foes around you: Radius: 260. Cast time: .5 seconds. Damage: 1200

3. Electric reaction:launch an arc of lightning at your foe which spread to all of the surrounding foes, dazing them all. If there are no surrounding foes, the foe is electrocuted with high voltage and stunned. Range: 900. Daze duration: .5 seconds. Stun duration: 3.5 seconds. Cast time: .5 seconds. Damage when arced: 700. Damage with no arc: 1500

Just something that I would enjoy on my ele

Specialisation Concept - The Enchanter

in Elementalist

Posted by: trado.2571

trado.2571

I would love to see your idea implemented as a specialisation, good job!