Keystone 1 : Allow you to equip a pistol, unlock manipulation abilities and grant you the ability to summon a Source with F5.
Source : Magic spot that follow the Sourcemaster and automatically copy it’s attunment and core profession traits effect related to attunment, You can fix/unfix the source at a spot with F5 (ground targeted ability short cool down).
Heal : Source of life : Heal you for X. Allies near your Source are healed for Y.
Utility 1 : Chaotic source : you and your source emit powerful ondulations inflicting random alteration to foes and granting random boon to allies. 3 wave over 6 seconds.
Utility 2 : Source of balance : allies around you and your source gain stability also break stun.
Utility 3 : Void source : Your source become a void spot destroying incoming projectiles.
Utility 4 : Flash spot : Blind enemies around your source.
Elite skill : Elemental shock : Your source first draw elemental energy base on your current attunment, inflicting condition to enemy around it, then release a powerful elemental shock dealing damage and leaving a field based on your attunment. Energy drawn for 3 seconds before the energy shock occur. (something almost like a chronomancer’s well).
Pistol :
Fire :
Fiery ray : unleash a fiery beam that continuously burn your foe. Low base damage, burn 1.5s per tic.
Burning round : Unleash a volley of burning projectile.
blazing orb : Concentrate your fire magic at the top of your pistol , leaving a blazing orb that will explode when an enemy try to cross it.
Water :
Ice shot : Hurl an ice projectile that do more damage if the target is close to you.
Freezing shot : Quickly shot a cold projectile that will chill your foe.
Water orb : charge a water orb at the top of your pistol that will explode upon completion, healing allies around you.
Air :
Charged bolt : fire a bolt of lightning that will explode upon reaching the target.
Screaming barrel : Pour lightning magic in your barrel creating a deafening sound that will stun foes around you.
Lightning rift : charge lightning at the top of your pistol leaving being you a stationnary rift that will periodically hit and weaken enemies around it.
Earth :
Sand shot : fire streams of sand that can’t be reflect and have a low probablity of infliction vulnerability on crit.
Gravity round : Fire pure earth energy that will not do any damage but will pull to it, enemies on it’s path.
Orb of erosion : Create an orb of earth energy that will explode upon being crossed by an ennemy, inflicting bleeds and cripple.
Traits :
Tier 1
1-
2-
3- Create an orb of erosion on your current location when being stuck under the treshold.
Keystone 2 : Upon switching attunment your source leave a combo field based on your new attunment.
Tier 2
1- Upon switching attunment your source blast the area (occur after the combo field appear in order to have some synergy)
2- trigger source of balance when you are victim of a hard CC effect.
3- Inflict a damaging condition based on your attunment upon using manipulations.
Keystone 3 : Upon entering combat your source will trigger attunment switch effect
Tier 3
1- While in combat your source will trigger attunment effect every 10s if you do not switch attunment.
2-
3-
No core profession should be balanced around an optional elite specialization.