Feedback:User/Aquadrizzt/Skill rebalance/Elementalist

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This suggestion is part of my overarching Skill Rebalance Project.

Energy Storage[edit]

For each rank of energy storage, your maximum energy is increased by 3. In PvE, you gain +1 energy regeneration for every 5 ranks of Energy Storage.

— Aqua

Elites[edit]

Elemental Attunement Elemental Attunement
Ether Renewal Ether Renewal
Glyph of Energy Glyph of Energy
Master of Magic Master of Magic
Second Wind Second Wind

Regular[edit]

Air Attunement Air Attunement

10 Energy1 Activation time30 Recharge time Enchantment Spell. For 10...26...30 seconds, whenever you deal shock damage to a foe, you also inflict Cracked Armor for 0...8...10 seconds. Whenever you cast a spell that targets a foe with Cracked Armor, you gain 0...2...2 energy.

Aura of Restoration Aura of Restoration
Energy Blast Energy Blast

5 Energy1 Activation time15 Recharge time Arcana. Whenever you cast a spell that targets a foe, you damage for 200...440...500% of the energy cost. Ends after 1...4...5 activations.

Earth Attunement Earth Attunement

10 Energy1 Activation time30 Recharge time Enchantment Spell. For 10...26...30 seconds, whenever you deal earth damage to a foe, you also inflict Weakened for 0...8...10 seconds. Whenever you cast a spell that targets a foe with Weakened, you gain 0...2...2 energy.

Fire Attunement Fire Attunement

10 Energy1 Activation time30 Recharge time Enchantment Spell. For 10...26...30 seconds, whenever you deal fire damage to a foe, you also inflict Burning for 0...3...4 seconds. Whenever you cast a spell that targets a Burning foe, you gain 0...2...2 energy.

Glowing Gaze Glowing Gaze

5 Energy1 Activation time8 Recharge time Arcana. Your next 1...3...3 spells that target a foe inflict Burning for a number of seconds equal to 20...68...80% of the energy cost.

Glowing Ice Glowing Ice

5 Energy1 Activation time8 Recharge time Arcana. Your next 1...3...3 spells that target a foe inflict cracked armor for a number of seconds equal to 20...68...80% of the energy cost.

Glowstone Glowstone

5 Energy1 Activation time8 Recharge time Arcana. Your next 1...3...3 spells that target a foe inflict Weakened for a number of seconds equal to 20...68...80% of the energy cost.

Glyph of Concentration Glyph of Concentration
Glyph of Elemental Power Glyph of Elemental Power

10 Energy1 Activation time15 Recharge time Glyph. Your next 1...4...5 elemental spells inflict conditions. Air Magic spells inflict cracked armor for 1...3...4 seconds, Earth Magic spells inflict weakness for 1...3...4 seconds, Fire Magic spells inflict burning for 1...3...4 seconds and Water Magic spells hex with Icy Prison (66% slower movement) for 1...3...4 seconds.

Glyph of Essence Glyph of Essence
Glyph of Lesser Energy Glyph of Lesser Energy
Glyph of Restoration Glyph of Restoration
Glyph of Sacrifice Glyph of Sacrifice
Kinetic Armor Kinetic Armor
Shell Shock Shell Shock

5 Energy1 Activation time8 Recharge time Arcana. Your next 1...3...3 spells that target a foe inflict Cracked Armor for a number of seconds equal to 20...68...80% of the energy cost.

Ward Against Elements Ward Against Elements
Ward Against Foes Ward Against Foes
Ward Against Melee Ward Against Melee
Water Attunement Water Attunement

10 Energy1 Activation time30 Recharge time Enchantment Spell. For 10...26...30 seconds, whenever you deal cold damage to a foe, allies near that foe are healed for 0...16...20. Whenever you cast a spell that targets a foe under the effects of an elemental hex, you gain 0...2...2 energy. Allies can only be healed once per second.


Air Magic[edit]

Elites[edit]

Glimmering Mark Glimmering Mark
Gust Gust
Mind Shock Mind Shock
Ride the Lightning Ride the Lightning
Thunderclap Thunderclap

Regulars[edit]

Arc Lightning Arc Lightning
Blinding Flash Blinding Flash
Chain Lightning Chain Lightning
Chilling Winds Chilling Winds
Conjure Lightning Conjure Lightning
Enervating Charge Enervating Charge
Gale Gale
Glyph of Swiftness Glyph of Swiftness
Lightning Bolt Lightning Bolt
Lightning Hammer Lightning Hammer
Lightning Javelin Lightning Javelin
Lightning Orb Lightning Orb
Lightning Strike Lightning Strike
Lightning Touch Lightning Touch
Shock Shock
Shock Arrow Shock Arrow
Storm Djinn's Haste Storm Djinn's Haste
Teinai's Wind Teinai's Wind
Whirlwind Whirlwind
Windborne Speed Windborne Speed

Earth Magic[edit]

Elites[edit]

Obsidian Flesh Obsidian Flesh
Sandstorm Sandstorm
Shockwave Shockwave
Stone Sheath Stone Sheath
Ward Against Harm Ward Against Harm

Regulars[edit]

Aftershock Aftershock
Armor of Earth Armor of Earth
Ash Blast Ash Blast
Churning Earth Churning Earth
Crystal Wave Crystal Wave
Earthquake Earthquake
Ebon Hawk Ebon Hawk
Eruption Eruption
Grasping Earth Grasping Earth
Iron Mist Iron Mist
Magnetic Aura Magnetic Aura
Magnetic Surge Magnetic Surge
Obsidian Flame Obsidian Flame
Sliver Armor Sliver Armor
Stone Daggers Stone Daggers
Stoneflesh Aura Stoneflesh Aura
Stoning Stoning
Teinai's Crystals Teinai's Crystals
Ward of Stability Ward of Stability
Ward of Weakness Ward of Weakness

Fire Magic[edit]

Elites[edit]

Double Dragon Double Dragon
Mind Burn Mind Burn
Savannah Heat Savannah Heat
Searing Flames Searing Flames
Star Burst Star Burst

Regulars[edit]

Bed of Coals Bed of Coals
Breath of Fire Breath of Fire
Burning Speed Burning Speed
Conjure Flame Conjure Flame

10 Energy1 Activation time45 Recharge time Weapon Spell. For 5...17...20 seconds, target ally's attacks deal +3...13...15 fire damage and the base damage is converted to fire damage.

Elemental Flame Elemental Flame
Fire Storm Fire Storm
Fireball Fireball
Flare Flare

5 Energy1 Activation time Spell. Projectile: deals 5...57...70 fire damage. If you are Overcast, also strikes foes adjacent to target.

Glyph of Immolation Glyph of Immolation
Incendiary Bonds Incendiary Bonds
Inferno Inferno
Lava Font Lava Font
Liquid Flame Liquid Flame

10 Energy1 Activation time15 Recharge time Spell. Deals 20...68...80 fire damage to target and adjacent foes. If target foe has Cracked Armor, deals an additional 20...36...40 damage.

Meteor Meteor
Meteor Shower Meteor Shower
Phoenix Phoenix
Rodgort's Invocation Rodgort's Invocation
Searing Heat Searing Heat
Teinai's Heat Teinai's Heat

15 Energy1 Activation time20 Recharge time Ward Spell. Create a ward for 10...14...15 seconds. Foes in the ward suffer -2...4...5 health degeneration. Weakened foes in the ward attack 33% slower. This skill is disabled for 20 seconds.

Steam Steam

10 Energy1 Activation time10 Recharge time Spell. Deals 10...34...40 fire damage to target foe and removes a Water Magic hex or enchantment. Removal effect: target foe is blinded for 3...9...10 seconds.

Water Magic[edit]

Elites[edit]

Mind Freeze Mind Freeze
Mirror of Ice Mirror of Ice
Mist Form Mist Form
Shatterstone Shatterstone
Water Trident Water Trident

Regulars[edit]

Armor of Frost Armor of Frost
Armor of Mist Armor of Mist
Blurred Vision Blurred Vision
Conjure Frost Conjure Frost
Deep Freeze Deep Freeze
Freezing Gust Freezing Gust
Frigid Armor Frigid Armor
Frozen Burst Frozen Burst
Ice Prison Ice Prison
Ice Spear Ice Spear
Ice Spikes Ice Spikes
Icy Prism Icy Prism
Maelstrom Maelstrom
Rust Rust
Shard Storm Shard Storm
Slippery Ground Slippery Ground
Swirling Aura Swirling Aura
Teinai's Prison Teinai's Prison
Vapor Blade Vapor Blade
Winter's Embrace Winter's Embrace

Removed Skills[edit]

Comments[edit]

  • Attunements: Attunements have been moved to Energy Storage and undergone significant functionality change. The reasons for this are numerous, but the important results are that Attunements are now an exclusively elementalist skill group (they have no effects at 0 Energy Storage) and also that Elementalists now get unique benefits from using elemental damage. While elemental damage is available to other professions at varying degrees through skills and weapon upgrades, the changes to attunements are designed to give Elementalists a nice boost in terms of using elemental abilities (as opposed to being an Elementalist exclusively for the bonus energy).