Feedback:User/Damysticreaper/Elementalist skills
Elementalist skills | |
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User | Damysticreaper |
Categories | Skill feedback → Elementalist → Other |
What does the Elementalist want to do and what is their role your team[edit]
- After having played this game for a long time, I have always enjoyed the Elementalist and its concept of a mage that controls the elements to destroy its enemies. It is obvious that by design the Elementalist is heavily focused to be a team's mid-range damage dealer, designed to deal a large amount of damage to a group of enemies. In theory such a role should work just fine in Guild Wars' traditional RPG team setup of Tank/DPS/Healer, or Tank/DPS/Control/Healer in the case for GW, but in practice there simply is little need for a traditional specialized mid-range DPS in this game. Utility and toolbox centric teams, teams that basically cover multiple grounds are favored over the traditional setup in GW, and can deal enough damage to deal with groups as well, which leaves little to no room for an Elementalist that has little utility and toolbox ability within its skills. Then there is also the problem that almost all of the Elementalist's damage is armor respecting damage, which makes it inefficient in its role as DPS in high level PvE where enemies have a high armor rating and a higher level difference, resulting in a low damage output, even with the Elementalist's highest damage spells. The changes I suggest are made are to give the Elementalist builds that will have a place in the teams players play. Some changes have been made to let some of the Elementalist's spells see play that rarely, if ever see play.
Elemental Lord 5 ¼ 20 Enchantment spell (40...56...60 seconds). You gain +1 to your Elemental Attributes. For each rank of Energy Storage, your Elemental spells have +4% armor penetration (no armor penetration vs an armor rating of 60 or lower). Each time you cast a spell, you gain 1 energy for every 10 ranks of Energy Storage and are healed for 100...260...300% of the spell's Energy cost. PvE Skill
Over the Limit -1 5 1 20 Elite Enchantment spell. Spells cast 15...19...20% faster, recharge 15...43...50% faster and deal 15...27...30% more elemental damage. Gain 1 overcast whenever you cast a spell. PvE Skill
- First to adress the elephant in the room, the lacking damage in high-end PvE. I've been thinking hard how to adress this problem. My initial though was to add armor penetration against enemies with a high armor rating to Energy Storage, similar to Strenght's inherent armor penetration, but for the sake of player vs enemy balance in PvE, I eventualy decided not to. Then I moved on to Elemental Lord and gave Elemental Lord that ability instead. As a PvE only skill that is a staple in almost all Elementalist builds, it is the perfect candidate to adress this problem with. While the wording on it may be a bit weird, its intended function is to have it work in a similar way to cracked armor, lowering the armor of enemies, but capping that reduction when the enemy's armor rating reaches that of 60. At an Energy Storage of 15, it can bring down the armor rating of 120 down to 60, making the level difference the primary balancing factor in high-end PvE. To further improve the damage output for PvE, but at the expense of your elite skill, I added a percentage based damage increase to Over the Limit and have this skill be more rewarding in comparison to its cost. To be able to manage its cost a bit better, I changed its overcast effect from a gradual increase to 1 point of overcast per spell cast. This allows you to maintain it outside of battle and better manage your overcast during battle through. Now with its damage output hopefully fixed, we can focus on optimizing some of the Elementalist's traditional damage builds.
Air Magic[edit]
- Lightning Spike
- Air Magic is well known for its ability to spike, inflicting cracked armor to the target at the start of the chain, and inflicting a high amount of damage in sequence. The changes I made are to optimize the spike build. Lightning Surge has its damage and its ability to inflict cracked armor changed to an initial effect, allowing you to start your chain with it and setting up cracked armor. Invoke Lightning has its damage increased and has gained the ability to inflict cracked armor. Like Lightning Surge, it is a spell to start your chain with, setting up cracked armor, but also sets up overcast, allowing you to meet bonus effects of spells that require overcast such as Lightning Strike. Lightning Hammer has been changed into a non-elite version of Invoke Lightning, adding overcast to it and hitting more foes, but for less damage. This change also gives it the utility of being a non-elite spell that allows you to meet the bonus conditions of both cracked armor and overcast. Lightning Orb has gained back its ability to inflict cracked armor. I was not a fan of it being nerfed, in order to buff Lightning Hammer. I reverted this change and buffed Lightning Hammer in a different way to have it see play without it being a detrimental change to Lightning Orb.
Lightning Surge 10 1 10 Elite Hex spell (3 seconds). Initial effect: deals 10...82...100 lightning damage and inflicts cracked armor condition (5...17...20 seconds) to target foe. End effect: causes a knock down to target foe. 25% armor penetration.
Invoke Lightning 5 10 1 6 Elite Spell. Deals 10...82...100 lightning damage to target foe and to two foes near your target and inflicts cracked armor condition (5...17...20 seconds). 25% armor penetration. You are overcast.
Lightning Hammer 5 15 2 10 Spell. Deals 10...82...100 lightning damage to target foe and 5...41...50 lightning damage to two foes near your target and inflicts cracked armor condition (5...17...20 seconds). 25% armor penetration. You are overcast.
Lightning Orb 15 2 5 Spell. Projectile. Deals 10...82...100 lightning damage to target foe and inflicts cracked armor condition (5...17...20 seconds). 25% armor penetration.
- Lightning DPS
- For Air Magic's Lightning DPS build, I made some small changes to a few of its spells to have it apply better pressure through a combination of damage and multiple conditions. Arc Lightning has its damage on its target increased to have its damage output be in line with the other spells in this build. To add some utility to Arc Lighting, I added the effect that it interrupts an action if the target of the spell is attacking, with this change, the bonus effect simply isn't just additional AoE damage, but can potentially interrupt a skill as well of the 2 nearby foes it hits. Like Arc Lightning and for the same reason, Shell Shock also has its damage increased, but as part of its bonus effect instead. Enervating Charge has gained a bonus effect where it hits adjacent. Since Lightning DPS is a build that is focused more on hitting multiple foes, rather than a single target, I decided to give Enervating Charge a buff in this way over a cost reduction to keep it in-theme. Since an Elementalist prefers spells that deal damage, I added damage to Blinding Flash. Now it is more in line with its elite version Blinding Surge, which should make Blinding Flash more appealing to play. Lightning Bolt has seen a change that is designed more more PvP. Instead of dealing more damage against a moving foe, it now cripples a moving foe. While this change sacrifices some damage, it gives Air Magic a very useful tool to snare opponents.
Arc Lightning
5 1½ 8 Spell. Deals 5...41...50 lightning damage to target foe. Deals 15...71...85 lightning damage to two foes near your target if you are Overcast. Interrupts an action if target foe is attacking. 25% armor penetration.
Shell Shock 5 1 8 Spell. Deals 10...26...30 lightning damage and inflicts cracked armor condition (5...17...20 seconds) to target foe. If Overcast, deals 50% more damage and hits adjacent. 25% armor penetration.
Lightning Bolt 5 1 8 Spell. Rapid projectile. Deals 5...41...50 lightning damage to target foe. Inflicts cripple condition (2...8...10 seconds) if target foe is moving.
Enervating Charge 10 1 8 Spell. Deals 10...42...50 lightning damage and inflicts weakness condition (5...17...20 seconds) to target foe. Also hits adjacent foes if target foe is attacking. 25% armor penetration.
Blinding Flash 10 ¾ 6 Spell. Deals 5...41...50 lightning damage and inflicts blind condition (3...7...8 seconds) to target foe. 25% armor penetration.
- Ride the Lightning
- As a variant of the pressure DPS, I made some changes to Ride the Lightning and Shock to have them work more efficiently at applying damage and pressure to multiple enemies. To make the touch spells in Air Magic easier and safer to play, I removed the overcast from Ride the Lightning when it targets an ally while Energy Storage is at 5 or higher. This allows you to deal damage and retreat from enemies without rapidly accumulating overcast from its use, which is what primarily holds this spell back. Shock has pretty much been overhauled. While it has seen quite a lot of play in PvP Warrior builds, it has rarely seen play in Elementalist builds. Since its 10 overcast goes poorly with the use of Ride the Lightning, I removed that overcast and changed its effect. Now it interrupts and dazes foes for a short period of time, allowing you to disrupt enemy spellcasters and assist your martial team mates in stopping and taking down enemy spellcasters. Since Ride the Lightning is now less punishing to use, it makes it easier to use it as well as Lightning Touch and Shock in combination with your ranged spells. While there are those that might not want to see the knock down of Shock go, Gale is still an option to knock down enemies so that shouldn't be too much of a loss in that regard. As a small buff for the Elementalist only, Storm Djinn's Haste no longer has a drawback while you are overcast.
Ride the Lightning 5 10 1 5 Elite Spell. Deals 10...58...70 lightning damage. 25% armor penetration. Blinds all adjacent foes (1...4...5 second[s]). You instantly move to your target. May target allies, but does not cause overcast when you do if Energy Storage if 5 or higher.
Shock 5 ¼ 15 Touch skill. Deals 10...50...60 lightning damage. Also hits foes adjacent to target foe. Interrupts an action and inflicts daze condition (1...3...4 second[s]). 25% armor penetration.
Storm Djinn's Haste 5 ¼ 10 Enchantment spell (10...22...25 seconds). You move 25% faster. You lose 1 energy each second while moving unless you are overcast.
- Whirlwind and Gust
- Whirlwind is a decent defensive spells to take the pressure off of you from melee attackers, but blinding these enemies has always been the better options so it sees little to no play as a result. To have it see play I added an overcast bonus that allows you to target allies as well, turning it into a ranged offensive spell that can take the melee pressure off of your allies as well. To further improve its use, primarily in PvP, I added the effect that it can knock down moving foes as well. This allows it to knock down kiting foes, adding utility to this skill. Gust has received a small buff. Being a bar compression elite skill between Whirlwind and Windborne Speed, I changed its cost and recharge and its damage to that of Whirlwind and its duration to that of Windborne Speed. These changes should make this elite skill a bit more attractive to play as it has to rival elite skills like Blinding Surge that are very effective in what they do when it comes to PvP.
Whirlwind 5 ¾ 8 Spell. Deals 15...63...75 cold damage to adjacent foes. Attacking or moving foes are knocked down. May target allies if you are overcast.
Gust 5 ¾ 8 Elite Enchantment spell (5...11...13 seconds). You and target ally move 33% faster. Initial effect: Deals 15...63...75 cold damage to foes near you and target ally. Attacking or moving foes are knocked down.
Earth Magic[edit]
- Earth DPS
- For Earth Magic's DPS build, I made some changes that allows you to better combine its damage spells with its defensive spells and allow for builds that mix offense with defense. I added the ability to inflict weakness to Obsidian Flame and reduced its damage. This gives the players an additional spell to meet the bonus effects of Stoning and Glowstone and have Obsidian Flame fit better in this type of build and not have this build rely on just Ebon Hawk. With this change, it also makes it easier for this build to play more defensive skills like Magnetic Surge and Magnetic Aura, since Obsidian Flame meets their overcast bonus effect. Armor of Earth has gained an overcast bonus effect that removes its drawback to make the skill easier to use, and having it fit in this build. Its activation time has been increased and its duration time reduced as compensation.
Obsidian Flame 5 5 1½ 5 Spell. Deals 22...78...92 damage and inflicts weakness condition (5...17...20 seconds) to target foe. You are overcast.
Earthquake 10 25 2 15 Spell. Deals 26...85...100 earth damage. Also hits foes near your target. Causes a knock down. You are overcast.
Armor of Earth 10 1 15 Enchantment spell (20 seconds). You gain +24...53...60 armor. You move 50...21...14% slower unless you are overcast.
- Shockwave
- The Shockwave build is a very power spike build in Earth Magic, but can hit a bit too hard and too fast. I reduced the damage of Shockwave, and spread the damage out over multiple spells to reduce the speed the Shockwave build deals damage with the intention to make it easier to respond to. Grasping Earth has some moderate damage added to it. Dragon's Stomp no longer acts as a copy of Earthquake, as you never play these 2 spells in the same build due to their overcast, and has been changed into a spell inspired by Giant's Stomp. It now hits foes near you, making it the skill to meet the bonus damage of Aftershock in this build and keeping foes within the range of Shockwave. Since the bonus damage of Aftershock is now easier to meet, and is preceded by a high damage spell, its damage has been reduced.
Grasping Earth 10 ¾ 12 Hex spell (5...17...20 seconds). Nearby foes move 50% slower. Initial effect: deals 15...55...65 earth damage to nearby foes.
Shockwave 10 ¾ 15 Elite Spell. Foes in the area take 10...42...50 earth damage and are weakened (1...8...10 second[s]). Nearby foes also take +10...42...50 earth damage and have cracked armor (1...8...10 second[s]). Adjacent foes also take +10...42...50 earth damage and are blinded (1...8...10 second[s]).
Dragon's Stomp 10 25 ¾ 15 Spell. Deals 26...85...100 earth damage and causes a knock down to nearby foes. You are overcast.
Aftershock 10 ¾ 10 Spell. Deals 15...71...85 earth damage to nearby foes. Deals 15...55...65 more earth damage to knocked down foes.
- Stone Daggers & Earth Nuke
- To have Stone Daggers see play, I changed Ward of Weakness into a skill that inflicts area of effect earth damage in addition to inflicting weakness and have its effects applied on allies casting Elemental spells instead of enemies being hit with elemental damage. This way the caster and the mid-range of the party can stay at a distance while benefiting from this ward's effect, instead of trying to place the ward at the location of the enemy and trying to keep them inside the ward. With Ward of Weakness triggering its effect each time a foe is hit, Stone Dagger's ability to hit twice should gives this build excellent AoE pressure damage. Also to meet the bonus effect of Stone Daggers, I added an overcast to Ward of Weakness. These changes should significantly improve the playability of both these spells. Since the build takes only 2 spells to work, it can be complimented with the other ward spells to support your party. The new ability of Ward of Weakness also compliments Earth Magic's damage over time spells, significantly increasing their damage output over multiple foes. To have this build work a bit better, Sandstorm as gained the ability to cripple enemies, to it can keep them within the range of your spells. These spells usually don't see much play in this type of build because Fire Magic does it better, especially with Meteor Shower and Savannah Heat. While they can be played as a dedicated nuke build, they compliment a Stone Daggers based build better with the new effect of Ward of Weakness and go for an offensive build with the damage over time spells, instead of a defense build with the ward spells.
Ward of Weakness 5 15 1 10 Ward spell (8...18...20 seconds). Whenever allies inside this ward target a foe with an Elemental spell, that spell deals 5...21...25 earth damage and inflicts weakness condition (5...17...20 seconds) to the foe it hits and foes adjacent to that foe.
Sandstorm 15 2 25 Elite Spell. Deals 10...26...30 earth damage and inflicts cripple condition (5 seconds) each second (10 seconds) to target foe and foes near the initial location of target foe. Deals +10...26...30 earth damage to attacking foes.
Fire Magic[edit]
- Fire DPS
- Fire Magic is knows for its AoE DPS build, being able to continuously cast high damage AoE spells, with the correct energy management. Liquid Flame has its AoE damage made unconditional and Phoenix has its bonus effect changed to inflict burning, so it is more in line with the attribute it is in and to optimize this build.
Liquid Flame 10 1 15 Spell. Deals 7...91...112 fire damage to target foe and nearby foes.
Phoenix 10 1½ 7 Spell. Projectile. Deals 10...50...60 fire damage to target foe and nearby foes. Inflicts burning condition (1...3...3 second[s]) if you are overcast.
- Fire Nuke
- Fire Magic's classic Damage over Time build to nuke a group of enemies. Meteor Shower has its activation time and recharge time reduced to make it more playable with this type of build and helps to keep enemies in place of your spells and prevent them from dispersing to maximize your damage output. Enemies running out of the damage area has always been the biggest weakness of this build. Lava Font has been changed from a point blank spell to a ranged spell and its recharge time has been balanced accordingly. While it is designed to break aggro away from you by applying damage over time around you, it rarely sees use in such a way considering the ranged spells achieve the same objective and have the added benefit of being ranged.
Meteor Shower 10 25 3 30 Spell. Deals 7...91...112 fire damage and causes a knock down to target foe and foes adjacent to target foe every 3 seconds (9 seconds) at the initial location of target foe. You are overcast.
Lava Font 10 2 15 Spell. Deals 10...34...40 fire damage each second (5 seconds) to foes adjacent to the initial location of target foe. Hits nearby if you are overcast.
- Star Burster
- For the Star Burster build I changed most of its spells from point blank spells to a touch spells to differentiate its damage range from the Shockwave build a bit more and to make the build work better with the shorter recharge time of these spells. Flame Burst has been given a shadow step to immediately get into the range of the enemy. Breath of Fire has been changed to a touch spell given it's history as a skill with Lava Font taking its place as a ranged Damage over Time spell. Like Armor of Earth and Storm Djinn's Haste, Burning Speed has its drawback removed while you are overcast, allowing this skill to be played much more safely for an Elementalist. With Flame Burst allowing you to move into groups quickly and Flame Djinn's Haste and Burning Speed's IMS, having a Star Burster build's spells be touch spells should make this build function much better and more appealing to play.
Flame Burst 15 ¼ 20 Touch Spell. Deals 15...99...120 fire damage to target foe and foes near target foe. You instantly move to your target if Energy Storage is 5 or higher.
Star Burst 5 ¾ 7 Elite Touch Spell. Deals 7...91...112 fire damage and inflicts burning condition (1...3...4 second[s]) to target foe and all foes in the area of target foe. Gain 2 energy for each foe struck.
Inferno 10 ¾ 7 Touch Spell. Deals 15...99...120 fire damage to target foe and foes near target foe.
Breath of Fire 5 10 ¾ 7 Touch Spell. Deals 7...91...112 fire damage and inflicts burning condition (1...3...3 second[s]) to target foe and foes near target foe.
Burning Speed 10 ¼ Enchantment spell (7 seconds). You move 30...42...45% faster. End effect: inflicts burning condition (3...8...9 seconds) to adjacent foes. You suffer burning condition (7 seconds) unless you are overcast.
- Flare
- To give Flare a build to function in, I changed Smoldering Embers into a hex that spreads burning and inflict AoE damage when you target a burning foe. This in combination with Mark or Rodgort and Flare's spammability creates a build that continuously deals a moderate amount of AoE fire damage and upkeeps burning over a large group of enemies, dealing significant pressure over time. Smoldering Embers has been given an overcast to meet the condition of Flare. To inflict AoE burning without relying on an elite skill or Mark of Rodgort, I changed Lava Arrows into a spell that inflicts burning instead of dealing fire damage. I made this change also in part to differentiate it more from Flare so those 2 spells don't compete in the same slot as a cheap and spammable damage spell, but can compliment eachother in the same build. The new function of Smoldering Embers also compliments a Searing Flames build.
Smoldering Embers 5 15 1 7 Hex spell (10...30...35 seconds). Also hexes foes near target foe. If you inflict burning condition to these hexed foes, adjacent foes also suffer from burning condition for the same duration. Deals 5...21...25 fire damage to adjacent foes if you target these hexed foes with an Elemental spell while they are suffering from burning condition. You are overcast.
Lava Arrows 5 1 2 Spell. Projectile. Also hits 2 foes near target foe. Inflicts burning condition (1...4...5 second[s]).
Water Magic[edit]
- Water Crowd Control
- Water Magic is the attribute where I changed its skills the most as it traditionally has been the weakest attribute the Elementalist has. Water Magic always had crowd control abilities, and I expanded those abilities, giving the Elementalist an effective crowd control role it can play in a team. In total, Water Magic now offers a movement speed reduction, attack speed reduction, attack hit rate reduction, spell and signet activation time increase, interruption for attacks, spells and signets, and knock down against attacking and moving foes. These abilities allows the Elementalist to play a role similar in a team as a Curse Necromancer, while complimenting your team's Mesmers.
Ice Prison 10 1½ 30 Hex spell (8...18...20 seconds). Target foe moves 66% slower and suffers -1...4...5 health degeneration.
Icy Shackles 10 1½ 30 Elite Hex Spell (8...18...20 seconds). Target foe and foes adjacent to target foe move and attack 66% slower and suffer -1...4...5 health degeneration.
Deep Freeze 15 1½ 15 Hex spell (5...9...10 seconds). Target foe and foes near target foe move 66% slower. Initial effect: deals 10...70...85 cold damage.
Ice Spikes 5 15 1½ 10 Hex spell (3...13...15 seconds). Target foe and foes adjacent to target foe activate spells 66% slower. Initial effect: deals 20...68...80 cold damage. You are overcast.
Rust 10 1 8 Hex spell (5...17...20 seconds). Doubles signet activation time for target foe and foes adjacent to target foe. Initial effect: deals 10...58...70 cold damage to target foe and foes adjacent to target foe. Also reduced attack speed by 50% if you are overcast.
Mirror of Ice 10 ¾ 15 Elite Hex spell. Deals 15...63...75 cold damage and foes hit move and activate skills 66% slower (2...5...6 seconds). Hits foes near you and target ally. Recharges 50% faster if it hits a foe hexed with Water Magic.
Winter's Embrace 5 ¼ 10 Spell. Interrupts a spell or signet. Interruption effect: disables the interrupted spell or signet for 1...8...10 second[s] if you are overcast.
Shard Storm 10 2 20 Spell. Deals 10...34...40 cold damage and interrupts an attack each second (5 seconds) to target foe and foes adjacent to the initial location of target foe.
Slippery Ground 10 1 15 Hex spell (3 seconds). Target foe and foes adjacent to target foe move 90% slower. End effect: causes a knock down to blind or moving foes. No effect unless Water Magic is 5 or more.
Freezing Gust 5 1 10 Spell. Causes a knock down if target foe is attacking or moving. Deals 20...68...80 cold damage if target foe is already hexed with Water Magic.
- Ice Spear & Water Support
- A part of Water Magic has been changed to party support and I changed some more spells to fit in this type of build. For the type of support, I focused on giving allies/party members protection through armor increase and healing through health regeneration. To have Ice Spear see play and have it fit into this build, I gave Mist Form an additional effect that gives nearby allies the health regeneration you receive. With this, each time you receive Ice Spear's bonus effect while enchanted with Mist Form, nearby allies will also be healed. Mist Form's intended function is that as long as you have health regeneration, nearby allies will receive the health regeneration you have as long as they are within your range. To meet the bonus effect of ice Spear in this type of build, Swirling Aura has gained an overcast and its effect has been buffed, removing its overcast bonus effect and making it unconditional instead. Frozen Burst, like Flame Burst, gained the ability to shadow step, but Frozen Burst shadows steps to an ally instead and heals instead of inflicting damage. It retained its hex effect, making it a great tool to escape from a melee and keeping your enemies at a distance. Being able to shadow step to allies also makes it easier to place defense wards at the location of your allies. To improve the use of Ward Against Harm vs Mist Form, I reduced its activation time and recharge time and gave it an additional healing effect, but gave it an overcast. This change allows you to place this ward much easier and more occasionally, if you are willing to stack your overcast.
Mist Form 5 1 20 Elite Enchantment spell (10...38...45 seconds). Take 33% less damage from foes hexed with Water Magic. Heals non-Spirit allies in earshot for 50...210...250% of the energy cost of your Elemental spells. Whenever you gain health regeneration, nearby allies gain the same amount of health regeneration.
Swirling Aura 10 10 1½ 25 Enchantment spell (5...11...12 seconds). Party members gain +1...5...6 health regeneration and have 50% chance to block attacks. You are overcast.
Armor of Frost 10 ¼ 15 Enchantment spell (8 seconds). You gain +2...7...8 health regeneration and gain +10...34...40 armor. May target allies if you are overcast.
Frigid Armor 10 1 20 Enchantment spell (10...22...25 seconds). You take 1...12...15 less damage from foes hexed with Water Magic and conditions on you end 5...41...50% faster. May target allies if you are overcast.
Frozen Burst 5 ¼ 15 Hex spell (2...5...6 seconds). Nearby foes move 66% slower. Initial effect: you instantly move to target ally, and you and target ally are healed for 20...68...80.
Ward Against Harm 5 15 1 10 Elite Ward spell (5...13...15 seconds). Allies inside this ward have +1...3...3 health regeneration, are healed for 15...27...30 whenever they attack or activate a skill, gain + 12...22...24 armor and + 24...43...48 armor against elemental damage. Spirits are unaffected.
- Water DPS
- Even with the changed to Water Magic and have it be focused on crowd control and support, you still want to have some good damage output for Water Magic and be able to play a more damage centric Water Magic build. For this I made some changes to Vapor Blade and Icy Prism. I changed Vapor Blade into a hex spell that increases your elemental damage and removed the overcast from Icy Prism, and but reduced its damage and range and recharge time. The combination of these 2, allows you to deal a significant amount of cold damage to multiple foes. Shatterstone also goes very well in this build for a high DPS. You can also just take Vapor Blade and Icy Prism alone for DPS and mix it with crowd control spells or support spells.
Vapor Blade 5 10 1½ 7 Hex spell (5...17...20 seconds). You deal 10...22...25% more elemental damage to target foe and foes adjacent to target foe. Initial effect: deals 25...85...100 cold damage to target foe. You are overcast.
Icy Prism 10 1 3 Spell. Deals 10...62...75 cold damage. Hits adjacent if target foe is hexed with Water Magic.
Master of Magic Toolbox[edit]
- Master of Magic is a fun but very gimmicky elite skill. Although it promotes the use of multiple Elemental attributes, you can't really make a build that performs better than mono elemental builds. Multiple of the spells that also promote the use multiple attributes also don't see much play, simply because it is not efficient to invest your attribute points into an attribute for just a single skill. To give these spells a proper build to function in, I reworked them as a toolbox that synergize with eachother, as well as the spells in the attribute they are in. The Teinai spells have been changed so that each of them sets up the requirements for the bonus effects of the cross-elemental spells, in addition to having their cross-elemental bonus effects, to make it much easier to meet the bonus effects in this build. In total the Master of Magic toolbox builds allows the Elementalist to inflict a multitude of conditions (burning, weakness, cracked armor, cripple, bleeding and blind) and can cause a significant amount of health degeneration to multiple enemies to pressure enemies, and gives the Elementalist access to stance and enchantment removal.
Teinai's Wind 5 ¼ 12 Spell. Inflicts cracked armor condition (5...17...20 seconds) to target foe and foes adjacent to target foe. Deals +40...72...80 damage and interrupts foes suffering from burning condition.
Teinai's Prison 10 1½ 10 Hex spell (2...5...6 seconds). Target foe and foes adjacent to target foe move 66% slower. Causes -5...8...9 health degeneration to foes suffering from cracked armor condition.
Teinai's Crystals 5 1 8 Spell. Deals 20...36...40 damage and inflicts weakness condition (5...13...15 seconds) to target foe. Deals +20...36...40 damage and inflicts crippled condition (5...13...15 seconds) to target foe and foes adjacent to target foe if target foe is hexed with Water Magic.
Teinai's Heat 10 1 10 Hex spell. Inflicts burning condition (1...6...7 second[s]) to target foe and adjacent foes. Foes suffering from weakness condition attack 33% slower and take 3...9...10 damage each second (10 seconds).
Elemental Flame 10 1 10 Hex spell (10...30...35 seconds). Inflicts burning condition (1...3...3 second[s]) each time target foe is hexed with an Elemental spell. Gain 0...1...1 energy if your Elemental hex spells hit foes suffering from weakness condition.
Ash Blast 5 1½ 15 Spell. Initial effect: Deals 35...59...65 earth damage to target foe and adjacent foes. Removes an enchantments from foes suffering from burning condition. Removal effect: deals 15...39...45 earth damage.
Iron Mist 10 1 20 Enchantment spell (8...18...20 seconds). Gain +15 armor. Your Elemental spells that target a foe suffering from cracked armor condition inflict bleeding condition (3...13...15 seconds) and remove a stance from the target foe.
Energy Storage & No Attribute[edit]
- For each rank of Energy Storage, your maximum Energy raises by 3.
- Improving some elite skills
- I changed the following elite skills to have them see some more play. Energy Boon has been changed into a bar compression elite that has the combined effect of an Attunement and Aura of Restoration. The additional energy gain you receive on activation has been removes as it now returns energy whenever you cast an Elemental spell, like the additional energy gain before, the attunement effect is only applied on yourself. The biggest benefit this elite skill now has, is that as a combination of 2 staples in any Elementalist builds, it opens up a slot in the skill bar. Ether Prodigy is one of the worst elite skills the Elementalist has with its 10 points of overcast and removal all enchantments on the Elementalist. To improve it, I removed the overcast and gave it a set duration of 20 seconds vs a recharge time of 30 seconds and added a spell casting time reduction to its effect. Its cost has been increased and its energy regeneration has been reduced to balance it out. I made these changes with the idea in mind as an elite skill that supports builds with fast recharging spells, like Flare and Stone Daggers based builds, allowing you to cast those spells faster and repeatedly. Ether Renewal received a bit of a rebalance. I capped the stacking healing and energy gain it can give at a maximum of 3 enchantments, but as a trade-off, set its duration at 20 seconds so it is easier to use at a lower investment into Energy Storage. Second Wind is arguably the worst elite skill the Elementalist has. To improve it, it has been changed into a skill that lets you remove your accumulated overcast and turn your overcast into a benefit.
Energy Boon 5 1 20 Elite Enchantment spell (36...55...60 seconds). Maximum Health for you and target ally is increased by 1...3...3 for each point of maximum Energy you and target ally have respectively, also heals for 200...440...500% of the Energy cost each time you or target ally cast a spell. You gain 30% of the Energy cost of any Air, Earth, Fire, and Water Magic skills you use. Initial effect: Both gain 1...10...12 Energy.
Ether Prodigy 10 1 30 Elite Enchantment spell (20 seconds). You gain +1...3...4 energy regeneration. Your spells cast 15...43...50% faster.
Ether Renewal 10 1 30 Elite Enchantment spell (20 seconds). Each time you cast a spell, you gain 1...3...4 energy and 5...17...20 health for each enchantment on you (maximum of 3).
Second Wind 5 1 30 Elite Spell. Removes 5...25...30 points of your overcast. Removal effect: you gain 5 health and 1 energy for each point of overcast removed.
- Condition and hex removal
- Something the Elementalist is sorely lacking is the ability to remove conditions and hexes from themselves. To fix this issue, I changed Glyph of Essence into a 2 stock condition removal. To reduce activation time we already have Glyph of Sacrifice, which is arguable the better skill to take if you want to do so in the niche situations it comes up. For hex removal I changed Energy Blast insto a spell that removes a hex from yourself and deals its damage when it removes a hex, and gave it an overcast bonus effect that allows you to target allies as well, giving you hex removal for allies. While it's a good spell to deal armor ignoring damage in a spike, it will be much more valuable as hex removal for an Elementalist who has no lacking options to deal damage.
Glyph of Essence 5 1 5 Glyph (30 seconds). Your next 2 spells remove a condition.
Energy Blast 5 ¾ 8 Spell. Removes a hex from yourself. Removal effect: deals 1...2...2 damage (maximum of 80) to nearby foes for each point of energy you have. May target allies if you are overcast.