(edited by Red Jay.2516)
Suggestions for future Ele skills
I think GW1 had a wealth of ideas that they’ve left untapped.
For example the delayed effect abilities in GW1 on Elementalists really setup some ranged burst options (Such as Lightning Surge or Shatterstone) that were targeted skills that put a debuff on the target and after 3 seconds would do damage. This let you prep a target, then dump damage that would all burst at the same time.
However if they ever bring back Shut Down Mesmers (where you’d be punished for attacking or using abilities) then screw this noise I’m so going to play that instead haha.
^Agreed, I actually went back through gw1 elementalist skills to look for ideas.
In addition to the delayed effect skills, I’ve found some themes that might work out.
1. Mind skills- Mind Burn/Freeze/Shock- These spells deal damage and have an if clause. If the clause is fulfilled, the damage is doubled and the enemy gets burned/chilled/knocked down
2. Invocations * – These can often take a long time to cast, though not always. If successful they provide a very powerful effect (often a large, strong aoe). However, in exchange for their powerful effects they leave their castors exhausted. For gw2, this would put the user’s own skills on cd and/or possibly an effect that hinders movement/dodging. Taken from gw1 exhaustian skills as well as high energy skills suck as Rodgort’s Invocation and Deep Freeze. (The closest thing to this atm would be Meteor shower.)
*I chose invocations as the name because of Invoke Lightning and Rodgort’s. I felt it sounded better than overcast skills.
3.Glow skills- Glowing Gaze/Ice, Shocking arrow- deal low/moderate damage and have an if clause. If the clause is fulfilled, caster gets a positive effect. In gw1, it was energy, so it’d probably be a boon like vigor, or maybe a new boon that increases skill recharge rate by 10~20% for a short period or something.
4.Elemental Projectiles- Ice spear, lava arrows, shocking javelin- very low cd skills that deal moderate damage to a target and give a utility effect like regeneration, piercing or interrupting foe. I think it would be interesting to have these as a manually aimed projectile (aimed the way you should whirlwind attack).
X.[Element] Djinn’s Haste- No idea how this could carry over, but added for reference in case someone else does
Y.Ward spells *- Spells create a protected area around themselves and their allies If they were added they’d have mechanic such as defensive effects activating when allies are struck. Sort of a fusion between banners, but immovable and spirits, but protective effects.
*I personally feel these are embodied by banners well enough, but it could possibly be done if the effects differ enough to give them a unique feel.
Source of ideas: http://wiki.guildwars.com/wiki/List_of_elementalist_skills
2. Invocations * – These can often take a long time to cast, though not always. If successful they provide a very powerful effect (often a large, strong aoe). However, in exchange for their powerful effects they leave their castors exhausted. For gw2, this would put the user’s own skills on cd and/or possibly an effect that hinders movement/dodging. Taken from gw1 exhaustian skills as well as high energy skills suck as Rodgort’s Invocation and Deep Freeze. (The closest thing to this atm would be Meteor shower.)
*I chose invocations as the name because of Invoke Lightning and Rodgort’s. I felt it sounded better than overcast skills.
I really like that idea. Invocation where you cast and it puts all your other abilities on cool down for 2 seconds but provides huge burst or maybe costs Endurance to cast as part of it’s cost?
Really I’d settle for any kind of ranged burst damage like we had in GW1.
Signet of Arcana
Elite Skill
Passive: Increase intelligence by X%. (faster attunement recharge rate)
Active: Instantly recharge all attunements, CD = (45)s, Instant Cast
Alternative passvie: increases boon duration by X%.
An elite worth using, makes ele less predictable, and gets rid of the absolute necessity of arcana.
Glyph of Elemental Shielding
Gain an aura depending on your attunement
Breaks stun
CD = kitten
Draws from the suggestions for “fixing” glyph of elemental power
Zephy’s infusion
CD = 20s
Leap forward 900 range, gaining swiftness (at the end).
Leap finisher
I want rocket boots or something to make-up for my loss of RtL. Also, this would make S/F or anything that doesn’t use offhand dagger bearable.
Edit: apparently (45)s w/o the parentheses is filtered. I don’t know why.
(edited by BlackBeard.2873)
Now that we know new skills are on the way for professions, let’s take a break and throw some ideas on how should they look. There are no detailes whether they’re going to be elites, weapon skills or just utilities, so I suppose you can post either. I’ll start.
- Arcane gateway
Create Arcane gateway at target location. Press again to teleport yourself and nearby allies to the Gateway (range 2000, duration 60 seconds)Similar in purpose to the Mes’ portal, yet different enough to make it unique. Who said mesmers should have all the fun?
How does it work? How many allies will it port?Forcefully or give allies choice? If this is implemented, I could see it will be a Troll Gate, LoL
Proud player of : team [uA] – team [TGI]. Australia base, now recruiting.
If you could force people through the gate i’d spend more time in LA than I do now. I’d try to gate people off the highest point possible and kill them. However, that might actually be good as an offensive skill instead. Rather than teleport you and nearby allies, why not have something that teleports enemies? Drop an AoE circle on them, they become tagged by it for a set amount of time, run away, release the gate and it warps them somewhere. That would be great in WvW. As long as being tagged by a gate doesn’t count as a condition. If it did then thieves could stealth and cure it. Would be great for getting rid of annoying people who wont leave you alone. Tag them, then target right over the edge of a cliff and drop them to their doom.
single target DPS weapon with mobility.
Something that fits with a mage like a sword, pistol, rifle or even a GS…NOT a hammer or similar.
But something able to make ele a DPS profession in PvE and its not gimmick and unfun as current conjured waepons.
A PvE player is supposed to avoid a 1-2 second 1 shotting aoe.
A WWW player is considered uncapable of avoiding a 5,75 second aoe for half his health.
Now that we know new skills are on the way for professions, let’s take a break and throw some ideas on how should they look. There are no detailes whether they’re going to be elites, weapon skills or just utilities, so I suppose you can post either. I’ll start.
- Arcane gateway
Create Arcane gateway at target location. Press again to teleport yourself and nearby allies to the Gateway (range 2000, duration 60 seconds)Similar in purpose to the Mes’ portal, yet different enough to make it unique. Who said mesmers should have all the fun?
How does it work? How many allies will it port?Forcefully or give allies choice? If this is implemented, I could see it will be a Troll Gate, LoL
To be honest, I didn’t give it too much thought, as it was getting late nad I was sleepy. I guess it would work like this: You would conjure the gate at the target area in max range 2000, then, you would get a second, channeling skill you can activate anytime within 60 seconds. Casting it, you begin to summon a second gateway at your location, that your allies can click on (similar to Mesmer’s portal) to mark them. When the channel finishes, you and your allies get teleported to the first gateway. Also, the portal could look like this (http://images1.wikia.nocookie.net/__cb20100703235254/diablo/images/e/ee/D2blueportal.gif)
I admit, the channel would make it hard to use anywhere else beside OOC situations, but I welcome any suggestion that would take away the mesmer’s monopoly on fun.
If you could force people through the gate i’d spend more time in LA than I do now. I’d try to gate people off the highest point possible and kill them. However, that might actually be good as an offensive skill instead. Rather than teleport you and nearby allies, why not have something that teleports enemies? Drop an AoE circle on them, they become tagged by it for a set amount of time, run away, release the gate and it warps them somewhere. That would be great in WvW. As long as being tagged by a gate doesn’t count as a condition. If it did then thieves could stealth and cure it. Would be great for getting rid of annoying people who wont leave you alone. Tag them, then target right over the edge of a cliff and drop them to their doom.
Now, an ability that would teleport enemies away to target area, that sounds like awesome idea for an Elite skill!
Does’t glyph of renewal have a teleport-ally built in? There’s your precedent right there. Anet, make it so.
I’d like to have more offensive ice and wind spells. I haven’t thought about specific animation or description though.
And about teleporting enemies away to target area – It would be nice, if it would be by a strong AoE hurricane. Much more spectacular animation, than a simple mesmer-like portal.
I also think that a levitation skill would be a nice addition and useful for avoiding traps and marks, which we can see and try to avoid on foot anyway.
(edited by Caro.2730)
2. Invocations * – These can often take a long time to cast, though not always. If successful they provide a very powerful effect (often a large, strong aoe). However, in exchange for their powerful effects they leave their castors exhausted. For gw2, this would put the user’s own skills on cd and/or possibly an effect that hinders movement/dodging. Taken from gw1 exhaustian skills as well as high energy skills suck as Rodgort’s Invocation and Deep Freeze. (The closest thing to this atm would be Meteor shower.)
*I chose invocations as the name because of Invoke Lightning and Rodgort’s. I felt it sounded better than overcast skills.I really like that idea. Invocation where you cast and it puts all your other abilities on cool down for 2 seconds but provides huge burst or maybe costs Endurance to cast as part of it’s cost?
Really I’d settle for any kind of ranged burst damage like we had in GW1.
Indeed, this one was my favorite of the list, which is probably why it ended up being the longest
My hope for this sort of thing is that the drawbacks would be strong enough so that it isn’t OP pvp, but would actually give us a way to jump back into a high damage pve position. If it is OP, they could just weaken them with a pvp version for balance since their purpose and effectiveness would be pretty straightforward.
single target DPS weapon with mobility.
I think D/D should fill that niche. That also means, that we never get a better dps/mobility weapon than D/D.
That said, I really like the idea of conditionals (Mind XXX and Glowing XXX skills from GW1) and I don’t mind if conditional effects become a core in elementalist gameplay. Some random examples from GW1:
single-target damage, aoe if target is burning/“chilled” (water hex in gw1-speak)
burn when target is hit by fire damage
damage, blind to burning enemies
knockdown to blinded enemies
burn to knockdowned enemies
knockdown to weakened enemies
But when I look at the cooldowns of our conditional skills (RtL, Fire Grab) it’s probably a bad idea to request more of them.
Until that, I’ll play GW2.
But when I look at the cooldowns of our conditional skills (RtL, Fire Grab) it’s probably a bad idea to request more of them.
That… might be true. But it is important to consider that our current conditional skills are a result of heavy nerfing multiple times and their if clauses are the core mechanic of the skill, greatly changing it’s effect rather than the if clause just being for an extra somewhat minor effect.
Besides, RTL is more of a way for punishing players who use it differently from what devs intended than anything else. As for fire grab, it’s still a decent skill, although the cd is a little high.
Signet of Arcana
Elite Skill
Passive: Increase intelligence by X%. (faster attunement recharge rate)
Active: Instantly recharge all attunements, CD = (45)s, Instant CastAlternative passvie: increases boon duration by X%.
An elite worth using, makes ele less predictable, and gets rid of the absolute necessity of arcana.
Glyph of Elemental Shielding
Gain an aura depending on your attunement
Breaks stun
CD = kittenDraws from the suggestions for “fixing” glyph of elemental power
Zephy’s infusion
CD = 20s
Leap forward 900 range, gaining swiftness (at the end).
Leap finisherI want rocket boots or something to make-up for my loss of RtL. Also, this would make S/F or anything that doesn’t use offhand dagger bearable.
Edit: apparently (45)s w/o the parentheses is filtered. I don’t know why.
I love them all!
Each one of those skills would add either active defense or build variety.
Niniyl (Ele) | Barah (Eng) | Luthiyn (War) | Niennya (Thf)
This is
I’d love to see a lot of skills from GW1 make a return. More specifically, I’d like to see some elemental spells from GW1 return as utility skills similar to our current cantrips. I may not be able to sit in fire attunement and use fire spells all day, but with a few more fire-themed utilities I could have a whole utility bar of fire spells and still get that sweet, sweet elemental specialized flavor without it effecting how I use our class mechanic.
Rodgort’s Invocation would be an excellent one as someone above mentioned.
Double Dragon might be interesting as it gives yourself and an ally a boon/aura that causes burning on enemies near the two of you and gives all your attacks the chance to cause burning. Honestly this could just be a replacement for the current fire aura.
Flame D’jinn’s Haste would be pretty nice too. Possibly rework it’s name but keep the effect. A source of Swiftness for the player that also causes fire damage/burning when it’s being used. Damaging foes with it reduces it’s cooldown, so it’d be better off as an in combat skill than escape so Anet doesn’t lose it for giving us more mobility. It’d make a fine stunbreaker too.
Incendiary Bonds is fun too. Someone already mentioned Hex spells, which would add an interesting new dimension to elemantlists. It’d be a good way to prevent an enemy from rallying by throwing this on him so he explodes hurting the people trying to save him.
Inferno, which is just a really, really strong AoE blast centered around the caster to punish those close to you. Could be made a stunbreaker or a blast finisher. Maybe even a knock-back.
Mark of Rodgort which causes targets to take burning damage when hit with fire spells. Though for GW2 it could be flipped, and make fire skills do 20-50% more damage to the target if they are burning. This would greatly benefit heavy burst builds. Imagine getting off a fire grab on a target that had Rodgort’s Mark on him. Or the scepter burst combo. And it’d add more of a skill cap to getting off that high burst. Throwing on the Mark, getting the enemy burning and to stay burning, and then landing our hardest to land bursts. Counterable by just removing burning right before our combo lands.
Starburst or a skill like it might be interesting. A high damage spell that restores energy for each foe hit. Translated to GW2 it could restore endurance for more dodges, or even make our attunements recharge faster for a certain duration.
There are a LOT of amazing skills from GW1 that I’d like to see imported. But perhaps just as importantly, I’d like to see torches as a possible weapon for elementalists in the future, so I can wield the Rodgort Legendary and have a utility bar full of Rodgort’s skills. And proceed to Burninate the countryside!
I’ve also mentioned before that I think rifle might be an interesting ranged damage alternative to staff.
A set of elemental themed utilities which remove specific conditions from the target in exchange for another effect, for example
Cauterize || 30s cooldown
Inflict burning and remove bleeding from your target. Deal damage for each bleed stack removed.
Burning: 5s
Damage per bleed stack removed: 150 base
Douse || 30s cooldown
Chill and remove burning from your target. Damage enemies and heal allies in an area around the target if burning is removed.
Chill: 3s
Damage: 300
Healing: 300 (0.5 coefficient)
Not sure how air and earth would use it, but keeping with the theme air would remove Chill and earth would inflict some stacks of Bleeding.
New skills is probably not the best thing to wish for based on their implementation of glyph stunbreak and cleansing fire/lightning flash. If they made new worthwhile traits at least it wouldnt affect existing ones negatively(see: fresh air and new grounded)
Potential new traits:
Heat Exhaustion – drain endurance on critical(maybe this can be ele’s torment)
Benumb – weakness on chill
Tremor – knockdown on immobilize
Thunderstruck – blind on critical
Levitation – Leap from any height after activating skill, gently float to bottom. Duration could be fairly long but the drawback is that you fall at a third the speed, so takes longer to get to bottom but no damage.
Fly – Move in any direction 360 degrees, so long as no obstacles in the way. Duration would after be short to stop abuse, just enough duration to let you fly 900 – 1200 range.
Levitation – Leap from any height after activating skill, gently float to bottom. Duration could be fairly long but the drawback is that you fall at a third the speed, so takes longer to get to bottom but no damage.
Fly – Move in any direction 360 degrees, so long as no obstacles in the way. Duration would after be short to stop abuse, just enough duration to let you fly 900 – 1200 range.
I think those wouldn’t really apply to elementalists, it implies a mastery only the Zephyrites have managed.
Levitation – Leap from any height after activating skill, gently float to bottom. Duration could be fairly long but the drawback is that you fall at a third the speed, so takes longer to get to bottom but no damage.
Fly – Move in any direction 360 degrees, so long as no obstacles in the way. Duration would after be short to stop abuse, just enough duration to let you fly 900 – 1200 range.
I think those wouldn’t really apply to elementalists, it implies a mastery only the Zephyrites have managed.
Why not? Never watched X-men? A woman there was creating winds to fly and an elementalist surely has control over wind. If he can push back foes with wind, then I do not see any problem with flying with it. I hope they will add more offensive skills though. I wish for more storms and offensive ice spells. As for new elites maybe, transforming into a huge phoenix, anyone?
Edit: apparently (45)s w/o the parentheses is filtered. I don’t know why.
Because it’s leetspeak for buttocks (A = 4, S = 5)
I’d love stuff that focused on us combining our 4 elements into more massive attacks/defenses.
Or of course, an avatar state elite.
That should be one of our elites, One with the Elements.
Changes your 5 skills into skills that use all 4 elements.
Sophea Sladorian – Charr Ranger – [DECM] | Sea of Sorrows
Sophea Of Elements – Human Elementalist – [DECM] | Sea of Sorrows
Or an utility/weaponskill that actually makes condition ele viable. Something like “for 10 seconds all your bleeds also apply burning and poison” – something that gives us access to more than 1 condition in a single element.
Would be cool if our elite could allow us to take an additional normal utility skill.
Sophea Sladorian – Charr Ranger – [DECM] | Sea of Sorrows
Sophea Of Elements – Human Elementalist – [DECM] | Sea of Sorrows
Would be cool if our elite could allow us to take an additional normal utility skill.
Agreed.
spirit bomb
That’s a Kamehameha. The spirit bomb is formed when Goku raises his hands over his head to gather spirit energy. Then he throws said giant ball of spirit energy. The Kamehameha is the beam he shoots from his palms.
Would love to just see an elite for earth and water, fire has the GS and air has the tornado, earth and water kind of get jipped.
Rolling Quake – Roil and rupture the earth around, applying a stack of bleed ever 3 seconds in AoE around you and a stack of bleed with each damage proc. Additionally, leave a trail of broken earth behind you, applying cripple to anyone who passes through it.
Geyser – Create a geyser at target location, ever 1.5 seconds this shoots out a bolt of water which bounces up to three times, damaging and weakening enemies while healing and curing conditions on allies. At the conclusion of the spell the geyser erupts healing and all nearby allies and damaging all nearby enemies.
Something with stealth on it and without a 120 second cooldown(=NOT an elite).
Also stability with a realistic CD for the duration(again – no tornado/armor of earth sized cooldowns).
Gunnar’s Hold
Please! Stealth and teleportation are just bad and redundant.
Be more creative!
Retired elementalist theorycrafter
Something with stealth on it and without a 120 second cooldown(=NOT an elite).
Also stability with a realistic CD for the duration(again – no tornado/armor of earth sized cooldowns).
We have a TRAIT for stability every time you go to earth (2s base). If you run boon duration + 30 arcane with your rock solid (+70% boon duration), this is 3.4 s of stability every 9.6s. That is really good uptime, plus it is shared with your team-mates.
Something with stealth on it and without a 120 second cooldown(=NOT an elite).
Also stability with a realistic CD for the duration(again – no tornado/armor of earth sized cooldowns).We have a TRAIT for stability every time you go to earth (2s base). If you run boon duration + 30 arcane with your rock solid (+70% boon duration), this is 3.4 s of stability every 9.6s. That is really good uptime, plus it is shared with your team-mates.
As you said – it’s a trait. Also it requires too many trait points to get it unless you’re going earth+arcana anyway. IMO a new utility(or maybe a heal) with stability would be much useful.
Gunnar’s Hold
Please! Stealth and teleportation are just bad and redundant.
Be more creative!
OK, creative. How about giving us another 5k HP since we can’t have any other form of survivability? Mesmers already have stealth and they have more HP than us, thieves have more mobility+stealth+higher base armor(OK that doesn’t really matter but still :P). We need something to keep the DPS specs alive. I don’t see how stealth would break bunkers in PvP since it stops you from defensing a point. Something with blinds could work but blind spam would be even more annoying than permastealth.
Gunnar’s Hold
And change the class mechanic from elemental swap (which leads to the mandatory points in the arcane tree) to something like a Mana bar that fills up when you attack/get hit. When it’s full you can unleash a really powerful spell based on your attunement, or maybe change into an “Avatar of Fire/Water/Lightning/Earth” with 5 new skills depending on which attunement you were when you used your full charged mana pool.
So the Arcane tree will become the mana tree or something, making the mana spells more powerful. All eles should have fast attunement cds without the need to spend points there.
I want to hear your suggestions of how the Mana spells would be like for each attunement.
The arcane tree is far from mandatory after the first 10 points.
Retired elementalist theorycrafter
As long as we’re talking anime, I want this from avatar: http://3.bp.blogspot.com/-0ZseE6IWFQc/UFT9Qpr1YYI/AAAAAAAAAEw/6qdvaSDhpus/s320/avatar+state.jpg
And change the class mechanic from elemental swap (which leads to the mandatory points in the arcane tree) to something like a Mana bar that fills up when you attack/get hit. When it’s full you can unleash a really powerful spell based on your attunement, or maybe change into an “Avatar of Fire/Water/Lightning/Earth” with 5 new skills depending on which attunement you were when you used your full charged mana pool.
Sounds too simple and overused… something like gaining mana on attunement swap would be interesting. Or maybe even from doing combos!
Gunnar’s Hold
I want to hear your suggestions of how the Mana spells would be like for each attunement.
Not likely, since that’s a horrible idea.
It would be much easier (and frankly, feasible) to just making attunement specific CD reduction available in each tree. So that if and when people choose to rely more on one attunement than others, they aren’t locked out of that attunement for more time than they can afford.
Something like…
All of the alacrity traits need to be moved to master traits, and then changed as follows.
- Pyromancer’s Alacrity – All your fire weapon skills recharge 20% faster, your fire attunement’s cooldown is reduced per point invested in power. This does not stack with arcane tree reduction, maximum 7.5 second reduction.
- Aeromancer’s Alacrity – All your air weapon skills recharge 20% faster, your air attunement’s cooldown is reduced per point invested in precision. This does not stack with arcane tree reduction, maximum 7.5 second reduction.
- Geomancer’s Alacrity – All your earth weapon skills recharge 20% faster, your earth attunement’s cooldown is reduced per point invested in toughness. This does not stack with arcane tree reduction, maximum 7.5 second reduction.
- Aquamancer’s Alacrity – All your water weapon skills recharge 20% faster, your water attunement’s cooldown is reduced per point invested in toughness. This does not stack with arcane tree reduction, maximum 7.5 second reduction.
(edited by Conncept.7638)
-snip-
Core problem:
“Charge a bar to use a special skill”: Warrior
“Charge a bar to use a special transformation”: Necromancer
ANet have tried to make each class have a unique defining mechanic. I’m all for giving players some way around Attunement Recharge Rate, but something that doesn’t fit with ANet’s design philosophy probably won’t get implemented. I’ve got my own thoughts on how to achieve that, but those are fairly irrelevant to a thread about new skills.
However, we can touch on your idea here. This is one I’ve been thinking on, though it doesn’t really feel like a supercharged mode.
New elite skill:
Arcana Attunement || 15 sec CD
Attunement
Attune to the arcane, gaining multiple combo finishers and defensive effects
So, a 5th attunement as an elite skill. Like other attunements, the recharge shouldn’t start until the player switches to another attunement. As for effects, we need to look at what the Arcane utilities do. Two are “deal damage and X combo finisher”, one is a defensive effect, and one is an offensive buff. None inflict conditions by default, and none are movement skills. All are instant cast, but that would be pretty ridiculous for an entire weapon set. Due to concerns with this further complicating future weapon sets for ele, let’s assume that for this specific attunement the skills remain the same on all weapons.
Disclaimer: Numbers might not be balanced. Whatever. If it was implemented, ANet would try to balance it.
#1
Arcane Bolt || 1/4 sec cast time
Fire a bolt of arcane energy at your opponent
Damage: Around half of Fireball
Range: 1200
20% projectile finisher
Auto attack. Single target attack with relatively on-par DPS, high fire rate. Gives 1200 range access to D/ and S/
#2
Arcane Maelstrom || 10 sec cooldown
Create a maelstrom of energy at target location, causing damage over time
Damage: Around the same as Glyph of Storms: Fire
Range: 900
Radius: 240
Duration: 5 seconds
Whirl Finisher
Pulsing AoE. Is a whirl finisher constantly while up, but the damage isn’t the highest thing ever. Yes instant cast – but the maelstrom itself should have a wind-up time before it deals damage.
#3
Arcane beam || 3.5 sec cast || 10 sec cooldown
Channel a beam of raw power into your target, causing an explosion if you force enough energy into them.
Damage: Double Arc Lightning, but damage increases based on number of hits, not channel time
Explosion Damage: As Arcane Wave but halved if only stage 2 is reached, and doesn’t occur if damage stays in stage 1
Range: 900
Radius: 240
Combo Finisher: Blast (checks for fields at the beginning and the end of the skill)
Another single target skill with the intent of high damage output. Difficult to mitigate all of the damage, but consecutive dodges would heavily reduce the overall output. Blast finisher only happens if the explosion occurs at the end of the skill.
#4
Arcane Aura || 20 sec cooldown
Aura
Gain a shield that will absorb 50% of the damage you take, up to a certain amount of damage. If the aura is destroyed, your next attack crits.
Shield health: 2000
Duration: 3 seconds
This one’s kind of a mix of Arcane Shield and Arcane Power. As an aura, it might be fairly powerful due to traits. Punishes the opponent for attacking, but doesn’t completely remove the incentive to do so.
#5
Freedom || 30s cooldown
Leap into the air, breaking stun and gaining immunity to crippling effects for 5 seconds
Duration: 5 seconds
Breaks Stun
Combo Finisher: Leap
The idea here is to give the attunement a stun break somewhere; I also needed a leap finisher to complete the set. The character floats in the air for the duration of the skill, perhaps with a new levitate animation or just simply standing a couple feet above ground level – because they’re not relying on their body’s physical capabilities for movement, speed reductions don’t apply. The levitation part may make it look too much like an air skill, but I wanted a way to fit a leap finisher into the skill set somewhere.
tl;dr: 5th attunement as an elite skill, with all combo finisher types represented, a stun break and an aura; same skill set for all weapons
conjured weapon- double lightning swords.
ice roots: roots of trees, made of ice, growing from the ground toward the enemy.
lightning dog: like the pheonix, just with a lightning dog that doesn’t reaturn and blind the enemy+doing dmg.
elite- elemental dragon, dragon with earth body, tail made of ice, air/lightning wings and magma head.
mud gayzer: gayzer of mud that does dmg+crippling enemies.
fire pillar- a pillar of fire that moves towards the enemy and explodes on hit.
ice crystals- An aoe skill that works simillar to fire meteors but instead of the meteaors there will be an ice crystals poping from the ground. the area will be smaller( but not much smaller) and the crystals will affect chill on hit. ( http://images3.wikia.nocookie.net/__cb20110323203330/fairytailfanon/images/4/4a/Ice_magic_1.jpg )
What if getting full mana=no attunement swap CD? Some traits might need cooldowns then.
Gunnar’s Hold
I want a trait that has like a 10% chance to cause deep freeze when a foe is chilled with like idk a 30 sec icd
To make condition elementalists viable I’d like to see a trait (probably master in water), that is comparable to the terror trait for necromancers.
Chills, that you have inflicted, deal now dmg over time (~75% of bleeding dmg).
To make condition elementalists viable I’d like to see a trait (probably master in water), that is comparable to the terror trait for necromancers.
Chills, that you have inflicted, deal now dmg over time (~75% of bleeding dmg).
Only 75% of a bleed for a single non-stacking condition that typically only ever lasts for 3 seconds? It should be at least 75% of a burn.
Elementalists don’t need a unique damaging condition, they just need significant bleed access outside of earth attunement, like a trait that makes ice-themed attacks cause bleeding (Ice Spike, Frozen Burst, Ice Shards, Shatterstone, Ice Globe, Ice Wall). This will enable elementalists to run a condition build that can actually leave earth attunement. Maybe torment could be added to a few earth skills like Magnetic Grasp.
Maybe cripple would be better for a damaging condition? Chill already does too much compared to it IMO.
Gunnar’s Hold
Elemental overcharge: Create a large combo field that deals damage and inflicts a condition at your location based on your attunement. 30 sec cd
Damage:400
Radius 450
Fire:Fire field: Burn 2sec
Water: Ice field, Chill 1sec
Air: Lightning field: 4 stacks vulnerability 5 sec
Earth: Weakness 3 sec
Master level trait for the fire line- Putrid Flame- whenever you burn a foe, inflict an equal duration of poison.
or causes x seconds of poison when hitting a burning foe. But then it would need an internal cd that’s per target, or it’s be kind of weak.
(edited by Navzar.2938)
They should make an elite Apocalypse like a glyph of storms that is longer, bigger and stronger and uses all elements to wreck havoc.
I was just thinking, if they do give eles GS or rifle at some point, we should get those moves from Aspect Arena as our abilities on it. I don’t really care what weapon they put it on actually. I just want them. They all seem very elementalist-ish, and are way better than a lot of our current skills. At the very least I want them to take one of the useless abilities off of focus for fire attunement and give us that fire dash thing or unstable nova. I’d love to be able to toss that past a cliff and suck a whole zerg to their deaths.