[ideas] traits, conjures, features

[ideas] traits, conjures, features

in Elementalist

Posted by: Mem no Fushia.7604

Mem no Fushia.7604

traits:

“Power Rally”
For each equipped glyph you gain 50 power.
Exception:
For Elite Glyph 100 power.
For Glyph of Renewal 150 power.
When your health drop to 1% or you would take lethal dmg it is ignored and you gain Glyph of Renewal fire effect. [note: its count as using that glyph, but casted instantly, affected by incription trait, it doesn’t count as having additional glyph].

“Radious Mastery”
Blast areas for Dragon’ Tooth, Comet, Pheonix (expolsion), Magnetic Wave, Frozen Burst are 100 bigger than dmg areas.
Heal and regen area from Water Trident is 200 bigger than dmg area.
Dragon’ Tooth and Comet become ground targeting skills.
You can decide to detonate pheonix earlier.

“Conjure Whereabouts”
Conjure weapons cd 15s less.
Elite conjure weapon cd 30s less.
After 30 every conjure summoned by you that still lay on the ground is teleported to your actual location.

“Stabilized Shielder”
Equpping and dropping conjure earth shield gives stability.
Earth shield become instant cast and break stun.

“Though Signetery”
For each equipped signet you gain 50 thoughness.
Using signet gives you 1charge of arcana shield. [note: that one doesn’t explode].

“Charging Arcanas”
Using arcana skills gives 5endurance to allies near you, only to them. [note: you can’t give endurance in this way on your own]. Affected enemies lose 5endurance.

“Once interrupted grab your chance”
When somebody interrupt you, you heal nearby allies, only them. [note: you can’t heal in this way on your own].
If that skill was channeling they also get 1s of resitance and 1s of regen, only they. [note: you can’t get resistance and regen in this way on your own].

“Inscription” rework idea:
Using Glyph of Renewal have doubled boons on use for that trait.
Every chargé from Glyph of Elemental Power also gives you boon. [adjust duration of boon for that one /make individual for that one/ just in case it would be too much.]
Using skills of elementals also gives you boons from that trait, combat only.

“Relentless overload”
Gain stability on overload use and when overload ends.

“Overegen”
When get more than 10s of regeneration you gain 1s resistance. 5s cd.

“Coward Winds”
When somebody hit you from 1500 range or further you cast Swirling Winds. 30s cd affected by Aeromancer’s Training. // maybe it should be 1300 range and further //

“Safely Watering”
Water attument don’t suffer that 1.5s cd that all attuments go for when changing attuments.

“Elements’ Lottery”
Your attuments change randomly out of your will.
You gain might with 3 s interval.
You gain fury with 5 s interval.
You gain regeneration with 10 s interval.
Vitality and Thoughness +200.

“Singet Final”
When hit enemy below 20% hp, you use Signet of Stone. Affected by Written in Stone [cd reduction work, doesn’t count as having that signet].

“Flash’geddon”
When struck below 10% hp treshold, you use lighting flash 3 times on locations of nearby enemies.

“Legit Glypher”
Glyphs casts 1/4s faster.
Gain randomly superspeed or quickness after casting glyphs.

“Hurry Up! Elitism”
Using air weapon skills reduce elite cd by 0.5s.
Using elite skill refresh air attument.

“Fast Earthworks”
Earth autoattacks hits/ fly/ cast faster.
Other earth weapon skills have 10% chance to apply weakness.

“One storm simply must follow”
Glyph of storm in nor longer grount targeting skills.
All storm thicks happens only 5times with 3s interval each time at your actual locations.

“Windy Lightnings”
Summon Swirling Winds whenever summon Static Field at Static Field location.

“Skating’s Lesson”
Next time when you’re struck by chill it is removed and cast Frozen Ground in that enemy location. 40s cd and affected by Aqua’s training cd reduction.

“Advanced Elemental Attunement” //idea to replace Elemental Contingency//
Increase radious to 360.
Attuning to Fire Element gives 3s retaliation instead of that one 15s might stack.

(edited by Mem no Fushia.7604)

[ideas] traits, conjures, features

in Elementalist

Posted by: Mem no Fushia.7604

Mem no Fushia.7604

conjures:

Earth shield:

1: Earth Wrath
Hit in cone, 600 range, up to 5 targets.
50% to apply bleed.

2. Earth Bouldering
You blocks next 2 attacks.
If blocked you apply 3stacks of bleeding to that enemy.
If not blocked you summon lesser earth elemental for 10s.

3. Shieldboarding
You fly on your shield periodicaly apply stability to allies.
Daze foes at end of shieldboarding.

4. Earth in Center
You use huge mass to pull instantly foe from 600 range.
Gain 500 thoughness for 5s.

5. Mole Escape
You shadowstep to target location 600 range. [animation note: jump into ground and jump from].

Flame axe:

1. Mighty cleave.
Cleave up to 3 foes.
10% chance co get might per hit foe.

2. Pheonix’ Invocation
On target use, during 3.25s channeling, pheonix dmg that foes, every 1s apply 1s leght of burning.

3. Burning Charge
You chargé dmg and kocking on side every enemy hit on your path.

4. Rings Embrace
Summon up to 3 fire rings with 180 radious and 3s duration on your location and of two nearby allies.

5. Fire Stepper
Shadowstepp to ally granting vigor, might and fury.

Lightining hammer:

1. Lighining Hits
Chain: a- hit 3 foes, b- hit 3 foes and apply vulnerability, c- hit 3 foes and apply blind on nearby 5foes.

2. Electro Jumper
Jump to target location dmg and blind foes.
During 3s you can use that skill again to jump back to original location.

3. Lightining versus Ground
You hit ground / no dmg / to knockback up to 3 foes.

4. Lightining Move
You shadowstep 300 range back.

5. Static Field. Remain. Not changes ideas for that one.

/idea to remove flame axe; note – at least one npc in sylvary story use it, make sure it won’t destroy it;
/idea to create Conjure Aqua Mace; as healing skill;

Initial healing around 2k hp heal.
Cast instant.
Not ground targeted as other conjures.
Cd 30s.
Break Stun.
Doesn’t summon second weapon on the ground.
+350 healing & 20% boon duration while wielding.
Able to use underwater.

1. Aqua Pace: chain; 1dmg, 2dmg, 3dmg and spread shards on the ground that heals.

2. Source: hit ground and make small long lasting water field looking like pond. I think about 7s duration.

3. Jumping Tactics: jump 450 forward, in next three seconds you can jump 450 backward. Like ranger sword but w/o dmg etc.

4. Regeneration Whirling – whirling that boon strip regeneration boon from enemies, and grant 1s regeneration to allies on start and on the end of that skill.

5. Hearthy Chest – you hit your chest in spendid way to remove 2 damage conditions.

/idea: remove lightining hammer;
/idea: create Conjure Magma Torch;

Works as others conjures.
Condition dmg and 10% condition duration while wielding.

1. Torch Bounce – trow torch to burn foe and bounce up to 2 Times.

2. Magma Fear – unleash magma wave that dmg and fear.

3. Burning Step In – shadowstep and burn foe.

4. Magmatic Retaliation – cure burning condtion from you and allies and apply retalitation.

5. Magmatic Coverage – apply 2s stealth and 5s aegis.

(edited by Mem no Fushia.7604)

[ideas] traits, conjures, features

in Elementalist

Posted by: Mem no Fushia.7604

Mem no Fushia.7604

Here I came up with idea for feature for dragon’s tooth and maybe some other skills like comet. Simple feature that would address many wishes.

Second idea is about press second skill to explode imediately pheonix.

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(edited by Mem no Fushia.7604)