User:Bathory/Suggestions/Elementalist

The following skill suggestions are for Warrior elite and non-elite skills. They are not actually implemented in the game.

Air Magic

 * Spell. Deals lightning damage. Deals  lightning damage to two nearby foes if target foe is hexed with Water Magic. 25% armor penetration.
 * Spell. Deals lightning damage. Deals  lightning damage to two nearby foes if target foe is hexed with Water Magic. 25% armor penetration.
 * Spell. Deals lightning damage. Deals  lightning damage to two nearby foes if target foe is hexed with Water Magic. 25% armor penetration.

While the conditional and unconditional damage seem a bit backwards, making it hit two foes conditionally makes it akin to Invoke Lightning and
 * Touch Skill. Deals lightning damage. Also hits foes adjacent to target foe. Deals  more lightning damage to any of these foes hexes with Water Magic. 25% armor penetration.
 * Touch Skill. Deals lightning damage. Also hits foes adjacent to target foe. Deals  more lightning damage to any of these foes hexes with Water Magic. 25% armor penetration.
 * Touch Skill. Deals lightning damage. Also hits foes adjacent to target foe. Deals  more lightning damage to any of these foes hexes with Water Magic. 25% armor penetration.

The current version of this skill is awful. Snared foes often don't need to be blinded. The only non-snare hexes in Water Magic are Rust, Blurred Vision and Shatterstone, two of which are not good candidates for this skill because of redundant effects or short durations giving small windows or opportunity. The older version was more effective and useful.
 * Elite Spell. Deals lightning damage. Deals  more lightning damage and causes knock-down if you have more Energy than this foe and you are Exhausted. 25% armor penetration.
 * Elite Spell. Deals lightning damage. Deals  more lightning damage and causes knock-down if you have more Energy than this foe and you are Exhausted. 25% armor penetration.
 * Elite Spell. Deals lightning damage. Deals  more lightning damage and causes knock-down if you have more Energy than this foe and you are Exhausted. 25% armor penetration.

This way, the Exhaustion only sets in when the secondary condition is met - making this skill more user friendly especially when targeting other Elementalists.
 * Spell.Rapid projectile: deals lightning damage. Gain 5 Energy plus 1 Energy for every 2 ranks of Energy Storage if you hit a moving or attacking foe. 25% armor penetration.
 * Spell.Rapid projectile: deals lightning damage. Gain 5 Energy plus 1 Energy for every 2 ranks of Energy Storage if you hit a moving or attacking foe. 25% armor penetration.
 * Spell.Rapid projectile: deals lightning damage. Gain 5 Energy plus 1 Energy for every 2 ranks of Energy Storage if you hit a moving or attacking foe. 25% armor penetration.

Adding a secondary condition allows this spell to trigger energy gain more often. As a target can stop attacking before they're hit or while you're casting, because they saw you or because they're chasing a kiting ally of yours - you will more than likely be denied the energy.

Earth Magic

 * Enchantment Spell. ( seconds) 75% chance to block for you and adjacent allies. Ends if you move.
 * Enchantment Spell. ( seconds) 75% chance to block for you and adjacent allies. Ends if you move.
 * Enchantment Spell. ( seconds) 75% chance to block for you and adjacent allies. Ends if you move.

This would be like Protector's Defense, allowing for the Elementalist to position themselves somewhere block would be beneficial for nearby allies - like next to a Guild Lord. Being an Enchantment spell has pros and cons that should weigh out. It's effected by HRT and +20% enchant mods, but is removable.
 * Elite Hex Spell. (20 seconds) Target foe and nearby foes are struck for earth damage. Foes suffering from Weakness move 66% slower.
 * Elite Hex Spell. (20 seconds) Target foe and nearby foes are struck for earth damage. Foes suffering from Weakness move 66% slower.
 * Elite Hex Spell. (20 seconds) Target foe and nearby foes are struck for earth damage. Foes suffering from Weakness move 66% slower.

This spell currently isn't worth bringing on a bar because it doesn't even do it's own function well. This skill would work well with Ward of Weariness to apply it's condition to foes in it's range.

Energy Storage

 * Enchantment Spell. (8 seconds) The next time you cast an Elementalist spell, you gain % of it's Energy cost. You lose 3 health for each point of Energy that spell cost.
 * Enchantment Spell. (8 seconds) The next time you cast an Elementalist spell, you gain % of it's Energy cost. You lose 3 health for each point of Energy that spell cost.
 * Enchantment Spell. (8 seconds) The next time you cast an Elementalist spell, you gain % of it's Energy cost. You lose 3 health for each point of Energy that spell cost.

This way, energy is gained much like Auspicious Incantation, and health loss can never be more than 75, which is manageable and even ignorable if used on a bar with Glyph of Restoration.

Fire Magic

 * Hex Spell. (3 seconds.) Deals fire damage per second while that foe is burning.
 * Hex Spell. (3 seconds.) Deals fire damage per second while that foe is burning.
 * Hex Spell. (3 seconds.) Deals fire damage per second while that foe is burning.

This is just a functionality suggestion. All Fire Magic Hexes besides Mark of Rodgort are pretty weak and need something done to help them.
 * Elite Spell. Deals fire damage. Deals  more fire damage and inflicts Burning condition ( seconds) if you have more Energy than target foe and you are Exhausted.
 * Elite Spell. Deals fire damage. Deals  more fire damage and inflicts Burning condition ( seconds) if you have more Energy than target foe and you are Exhausted.
 * Elite Spell. Deals fire damage. Deals  more fire damage and inflicts Burning condition ( seconds) if you have more Energy than target foe and you are Exhausted.

The Burning duration is shortened and extra damage is added to the conditional packet to make up for this. Exhaustion only occurs when you have more Energy than that foe, making this more user-friendly when playing against other Elementalists or when your Energy is low.
 * Spell. Projectile: Deals fire damage. Bonus effect: One additional projectile for each recharging Fire Magic Skill you have. (Maximum )
 * Spell. Projectile: Deals fire damage. Bonus effect: One additional projectile for each recharging Fire Magic Skill you have. (Maximum )
 * Spell. Projectile: Deals fire damage. Bonus effect: One additional projectile for each recharging Fire Magic Skill you have. (Maximum )

This skill is just Flare and Deathly Swarm's unwanted offspring. It needs a change.
 * Spell. Deals fire damage each second (10 seconds). Hits foes near your initial location. Inflicts Burning condition (3 seconds) on stationary foes.
 * Spell. Deals fire damage each second (10 seconds). Hits foes near your initial location. Inflicts Burning condition (3 seconds) on stationary foes.
 * Spell. Deals fire damage each second (10 seconds). Hits foes near your initial location. Inflicts Burning condition (3 seconds) on stationary foes.

Like Incendiary Bonds above, a change of function would be good.
 * Elite Spell. Target foe is struck for fire damage. Deals  fire damage to foes adjacent to your target. Deals  damage to foes nearby your target.
 * Elite Spell. Target foe is struck for fire damage. Deals  fire damage to foes adjacent to your target. Deals  damage to foes nearby your target.
 * Elite Spell. Target foe is struck for fire damage. Deals  fire damage to foes adjacent to your target. Deals  damage to foes nearby your target.

Elite Liquid Flame. The second packets always hit, but foes closer to the target take more damage. While this would be strong as a non-elite, it's elite status means it's being compared to Searing Flames and Mind Blast. As a spike skill, Searing Flames is better because it has a faster recharge and will always deal the same damage to any foe it hits (making it possible to kill two or more from one spike) This skill could only kill foes adjacent to each other, which can be dealt with for no energy through positioning yourself apart. As a solo Elementalist, Mind blast is a better choice because if completely frees up your Energy management, or fills your Energy bar when used with other energy management, allowing Energy heavy builds to exist. This skill also does not do that.

Water Magic

 * Enchantment Spell. ( seconds) You have + armor and have + to Water Magic. Ends if you use Air, Earth or Fire Magic.
 * Enchantment Spell. ( seconds) You have + armor and have + to Water Magic. Ends if you use Air, Earth or Fire Magic.
 * Enchantment Spell. ( seconds) You have + armor and have + to Water Magic. Ends if you use Air, Earth or Fire Magic.

Completely inferior to Armor of Mist in every way. Giving this a boost to Water Magic could fulfill the "Frost" part of the name. Using another elemental spell should cancel this out, but Energy Storage skills should not be out of the question.
 * Elite Hex Spell. Deals cold damage. Deals  more cold damage and causes 90% slower movement ( seconds) if you have more Energy than target foe and you are Exhausted.
 * Elite Hex Spell. Deals cold damage. Deals  more cold damage and causes 90% slower movement ( seconds) if you have more Energy than target foe and you are Exhausted.
 * Elite Hex Spell. Deals cold damage. Deals  more cold damage and causes 90% slower movement ( seconds) if you have more Energy than target foe and you are Exhausted.

This way, the Exhaustion on applies when you have more Energy than target foe, which makes this more user-friendly when playing against Elementalists or when you are low on Energy.
 * Elite Enchantment Spell. ( seconds) Damage you take is reduced by % and you are no longer a fleshy creature. You deal % less damage.
 * Elite Enchantment Spell. ( seconds) Damage you take is reduced by % and you are no longer a fleshy creature. You deal % less damage.
 * Elite Enchantment Spell. ( seconds) Damage you take is reduced by % and you are no longer a fleshy creature. You deal % less damage.

This would provide immunity to several conditions and a few hexes that affect fleshy creatures. The damage reduction is less than the original in respect to physical damage, but would reduce non-physical damage too. Like Shadow Form, someone under Mist Form will deal less damage to compensate for their increased ability to tank.
 * Hex Spell. Three Projectiles: each deals cold damage. Target foe moves 66% slower( seconds).
 * Hex Spell. Three Projectiles: each deals cold damage. Target foe moves 66% slower( seconds).
 * Hex Spell. Three Projectiles: each deals cold damage. Target foe moves 66% slower( seconds).

Splits the damage in to seperate Shards, thus filling the "storm" part of the name. It also gives the projectiles two more chances to hit if the target is moving (as like Dancing Daggers they would fly consecutively, not together).
 * Ward Spell. ( seconds) Foes in this ward moving faster than normal are knocked down when struck by elemental damage.
 * Ward Spell. ( seconds) Foes in this ward moving faster than normal are knocked down when struck by elemental damage.
 * Ward Spell. ( seconds) Foes in this ward moving faster than normal are knocked down when struck by elemental damage.

This skill offers little utility, no damage and has a rather useless condition. (Blinded Physicals don't need to be knocked down and casters don't suffer at all from blind.) This is a pretty big functionality change, but this skill would function similarly to Churning Earth, while keeping consistent with dealing no damage. Usage wise it'd be much like Ward Against Foes where it would be best against kiting away from enemy melee.
 * Ward Spell. ( seconds) Allies in this ward have a 50% chance to block projectile attacks.
 * Ward Spell. ( seconds) Allies in this ward have a 50% chance to block projectile attacks.
 * Ward Spell. ( seconds) Allies in this ward have a 50% chance to block projectile attacks.

This would only be useful against bows, spears, wands and staves. As only bow and spears are main damage dealers for their professions, it really only defends against 2 of 10 professions in Guild Wars.

No Attribute

 * Glyph. Your next spell casts instantly but costs % more Energy.
 * Glyph. Your next spell casts instantly but costs % more Energy.
 * Glyph. Your next spell casts instantly but costs % more Energy.

Move to Energy Storage. This makes Glyph of Essence more of an option when used with skills that don't have "Lose all Energy" already written in like Rebirth. However, it still synergies quite well with them in this form as well.
 * Glyph. Your next spell casts instantly but takes % longer to recharge
 * Glyph. Your next spell casts instantly but takes % longer to recharge
 * Glyph. Your next spell casts instantly but takes % longer to recharge

Move to Energy Storage. This glyph was vastly superior to Glyph of Essence, however, in this form it works best with skill that have low recharge. When used with Meteor Shower at high levels of ES, it will still recharge at around 90 seconds.
 * Elite Skill. You gain Energy. Your spells recharge 50% slower (10 seconds).
 * Elite Skill. You gain Energy. Your spells recharge 50% slower (10 seconds).
 * Elite Skill. You gain Energy. Your spells recharge 50% slower (10 seconds).

Move to Energy Storage. Like Rage of the Ntouka for Energy spells, this skill would allow an Elementalist to gain Energy instantly while sacrificing how often they can use their skills. This would also make it akin to Ether Prism, however as this skill has a downside instead of a side benefit, it's Energy return should be much, much greater than that of Ether Prism.