Note: This a work in progress. Any suggestions and constructive criticisms are welcome.
Spellslinger
TL;DR
Weapon: MH Pistol (range: 900)
Utility Skill Type: Mantras
Changed mechanic 1: Combining attunements
Changed mechanic 2: F5 combo field
Changed Mechanic
Changing to an attunement once changes your first 3 weapon skills to those of that attunement. Changing to that attunement again changes your last 2 weapon skills to those of that attunement. On attunement effects only happen when changing your first 3 weapon skills.
Note: This means that if, for example, your first 3 weapon skills are fire attunement skills and your last 2 weapon skills are water attunement then Pyromancer’s training affects your first 3 weapon skills and Aquamancer’s training affects your last 2 weapon skills. However, Soothing Mist only applies when your first 3 weapon skills are attuned to water attunement, a trait like Arcane Abatement uses the attunement of your first 3 weapon skills and a trait like Healing Ripple only activates when attuning your first 3 weapon skills to water.
Traits
Minor traits
Adept: You can equip a pistol in your main-hand and use spellslinger mantras. You gain the ability to use two different attunements at the same time.
Master: You gain an f5 spell. The effect of f5 depends on the two attunements you currently have. It is only available when using two different attunements (i.e. when not using fire + fire or earth + earth). Range: 1200. Radius: 240. Recharge time: ?
o Smoke Field: Fire + Water or Water + Fire
o Lightning Field: Fire + Air or Air + Fire
o Fire Field: Fire + Earth or Earth + Fire
o Ice Field: Water + Air or Air + Water
o Water Field: Water + Earth or Earth + Water
o Poison Field: Air + Earth or Earth + Air
Grandmaster: You deal 10% more damage while using two different attunements at the same time.
Adept major traits:
Trait 1: All your fields last 1 second longer.
Trait 2: Critical hits made with your pistol’s autoattack have a chance of being blast finishers (chance: ?). Possibly an ICD?
Trait 3: ?
Master major traits:
Trait 4: Using Prismatic shot while F5 is off cooldown will apply F5 to your target without casting time. F5 will then go on cooldown.
Trait 5: All your fields have 60 more radius.
Trait 6: When using a mantra, apply a 1 second field just before the spell hits. (water = water field, fire = fire field, earth = poison field, ice = ice field, air = lightning field, elements = ?)
Grandmaster major traits:
Trait 7: When using a combo finisher on an area with two or more fields, you execute two combos, instead of one.
Trait 8: When executing a combo finisher on a combo field, F5’s recharge time is reduced by x%.
Trait 9: ??
Weapon Skills
Fire
Skill 1: This attack pierces. This attack burns every enemy it meets. 20% chance of being a projectile finisher.
Skill 2: Fire a slow moving bullet towards your enemy. Surrounding this bullet is a small fire field (Radius: 120). When this bullet hits its target it explodes which counts as a blast finisher.
Water
Skill 1: This attack pierces. This attack applies regeneration to each ally it passes. 20% chance of being a projectile finisher.
Skill 2: Fire a slow moving bullet towards your enemy. Surrounding this bullet is a small ice field (Radius: 120). When this bullet hits its target it explodes which counts as a blast finisher.
Air
Skill 1: This attack pierces. This attack applies vulnerability to every enemy it meets. 20% chance of being a projectile finisher.
Skill 1: Fire a slow moving bullet towards your enemy. Surrounding this bullet is a small lightning field (Radius: 120). When this bullet hits its target it explodes which counts as a blast finisher.
Earth
Skill 1: This attack pierces. This attack applies bleeding and a short cripple to every enemy it meets. 20% chance of being a projectile finisher.
Skill 1: Fire a slow moving bullet towards your enemy. Surrounding this bullet is a small poison field (Radius: 120). When this bullet hits its target it explodes which counts as a blast finisher.
Fire / Water / Air / Earth
Skill 3 Prismatic Shot (or prismatic bullet?). This attack treats you as being in all four attunements at the same time for the purpose of trait effects. This is a projectile finisher.
Note 1: The recharge of this Prismatic Shot is shared across attunements i.e. it is not recharged when changing attunements and it is present no matter what attunement you are in. To compensate it has a relatively low cooldown time (and it can be affected by multiple xmancer’s trainings, see point 2).
Note 2: The effect of Prismatic Shot means that traits like Pyromancer’s Training and Pyromancer’s Puissance apply to it, no matter what attunement you are in. This also means that if you have two trainings equipped (such as Pyromancer’s Training and Aeromancer’s training) both apply to it. Arcane Precision would have 33% to apply each of the four conditions, however the chance of each condition would be separate.
Utility Skills
Healing skill: Mantra of Water: Meditate, charging a spell that will heal you when activated and leap you to target area where you apply AOE regeneration. Leap Finisher.
Utility skill 1: Mantra of Fire: Meditate, charging a spell that will ?. Blast Finisher.
Utility skill 2: Mantra of Earth: Meditate, charging a spell that will ?. Leap Finisher. Breaks Stun (?).
Utility skill 3: Mantra of Ice: Meditate, charging a spell that will fire a spear of ice to an enemy. Projectile Finisher.
Utility skill 4: Mantra of Air: Meditate, charging a spell that will ?. Whirl Finisher. Breaks Stun (?).
Elite skill: Mantra of Elements: Meditate, charging a spell that will cause an elemental storm at target area. Blast Finisher. Projectile Finisher. Whirl Finisher.
Note: These mantras function the same as mesmer mentras i.e. they have a long initial activation time. After that, it changes to a different spell which can be used twice with instant activation.