Feedback:User/Falconeye/Energy Storage
Energy Storage | |
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User | Falconeye |
Categories | Resolved feedback |
ANet intends to follow the original direction of this skill. resolution = no longer applies (pending update) .
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Elite Skills[edit]
Master of Magic[edit]
- Energy Storage
- Elite Enchantment Spell. (1...49...61 second[s]). Your elemental attributes are set to 8...13...14 and glyphs you successfully activate recharge 25...45...50% faster. Your elemental spells return 30% of their Energy cost.
- -=OR=-
-
- Elite Enchantment Spell. (36...55...60 seconds). Elemental damage you deal is increased by 10...22...25%. You gain 0...1...1 Energy and are healed for 200...440...500% of the Energy cost each time you cast a spell.
- Credit goes to Damysticreaper
Second Wind[edit]
- Elite Spell. You gain 1...2...2 Energy and 5...9...10 Health for each point of Exhaustion. You lose all enchantments.
- Move to Energy Storage.
- -=OR=-
- See also: Feedback:User/Bathory/Second Wind
- Elite Skill. You gain 5...29...35 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.
Elemental Attunement[edit]
- Energy Storage
- Elite Enchantment Spell. (25...53...60 seconds.) You have +5 armor (for each unique elemental skill equipped). Your elemental attributes are boosted by 0...2...2 and cost -5...41...50% of the base Energy.
- -=OR=-
-
- Elite Enchantment Spell. (25...53...60 seconds.) You gain 5 damage reduction for each Elementalist enchantment on you. Your elemental attributes are boosted by 0...2...2 and cost -5...41...50% of the base Energy.
- Reasons
- Canceling spells destroys elementalist's energy; they only gain energy back if the spell is successfully cast.
- You currently cannot effectively counter power block with spells of different elements.
- The attunements force the elementalists in sticking to one element only.
- Dual-attunement is underpowered and non-incentive.
- See Also
Attunements[edit]
{{{name}}}
- Animation
- [[:Image:{{{name}}} animation.gif|Click to view]]
Heal yourself.
Fire: Gain might.
Air: Gain swiftness.
Water: Regenerate.
Earth: Gain protection.
Energy Storage[edit]
“For each rank of Energy Storage, your maximum Energy raises by 3, and you gain 2% of the base Energy cost of any skills you use from the Air Magic, Earth Magic, Fire Magic, and Water Magic secondary attributes. Several skills related to gaining Health or Energy become more effective with higher Energy Storage.
— in-game description
Inherent effect[edit]
Progression | |
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Maximum Energy Energy % Return
|
0 0 0
1 3 2
2 6 4
3 9 6
4 12 8
5 15 10
6 18 12
7 21 14
8 24 16
9 27 18
10 30 20
11 33 22
12 36 24
13 39 26
14 42 28
15 45 30
16 48 32
17 51 34
18 54 36
19 57 38
20 60 40
21 63 42
|
Energy Storage rank | 0 | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | 15 | 16 | 17 | 18 | 19 | 20 |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Energy Return | 0% | 2% | 4% | 6% | 8% | 10% | 12% | 14% | 16% | 18% | 20% | 22% | 24% | 26% | 28% | 30% | 32% | 34% | 36% | 38% | 40% |
5 Energy Spells | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 1 | 1 | 1 | 1 | 1 | 1 | 1 | 1 | 1 | 1 | 2 |
10 Energy Spells | 0 | 0 | 0 | 0 | 0 | 1 | 1 | 1 | 1 | 1 | 2 | 2 | 2 | 2 | 2 | 3 | 3 | 3 | 3 | 3 | 4 |
15 Energy Spells | 0 | 0 | 0 | 0 | 1 | 1 | 1 | 2 | 2 | 2 | 3 | 3 | 3 | 3 | 4 | 4 | 4 | 5 | 5 | 5 | 6 |
25 Energy Spells | 0 | 0 | 1 | 1 | 2 | 2 | 3 | 3 | 4 | 4 | 5 | 5 | 6 | 6 | 7 | 7 | 8 | 8 | 9 | 9 | 10 |
Elemental Attunement[edit]
- Energy Storage
- Elite Enchantment Spell. Your Air, Earth, Fire and Water Magic attributes are boosted by 1...2...2. Your Air, Earth, Fire and Water Magic skills cost -5...41...50% of the base Energy to cast. All conditions, hexes, glyphs, wards, and other durational effects inflicted by your Air, Earth, Fire and Water Magic skills lasts 33% longer.
- Concised description
-
- Elite Enchantment Spell. (25...77...90 seconds.) Boost your elemental attributes by +1...2...2. Your Elementalist skills cost -5...41...50% of the base Energy and lasts 33% longer.
Air Magic[edit]
“For each rank in Air Magic, you gain 2% of the base Energy cost whenever you use an Air Magic skill. Many Elementalist skills, especially spells that deal lightning damage to and debilitate a single enemy, become more effective with higher Air Magic.
— in-game description
Inherent effect[edit]
Air Magic rank | 0 | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | 15 | 16 | 17 | 18 | 19 | 20 |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Energy Return | 0% | 2% | 4% | 6% | 8% | 10% | 12% | 14% | 16% | 18% | 20% | 22% | 24% | 26% | 28% | 30% | 32% | 34% | 36% | 38% | 40% |
Air Attunement[edit]
- Water Magic
- Enchantment Spell. (36...79...90 seconds.) Your Air Magic is increased by +0...1...1. You gain 30% of the Energy cost whenever you use an Air Magic skill.
- Grants swiftness when attuning. increases movement speed by 33%,
- lightning bolts strike enemies near to the elementalist.
- strikes nearby foes with lightning bolts and gives access to air and lightning skills focusing on single-target high-damage skills or blinding foes
Earth Magic[edit]
“For each rank in Earth Magic, you gain 2% of the base Energy cost whenever you use an Earth Magic skill. Many Elementalist skills, especially spells that protect you and your allies or deal earth damage, become more effective with higher Earth Magic.
— in-game description
Inherent effect[edit]
Earth Magic rank | 0 | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | 15 | 16 | 17 | 18 | 19 | 20 |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Energy Return | 0% | 2% | 4% | 6% | 8% | 10% | 12% | 14% | 16% | 18% | 20% | 22% | 24% | 26% | 28% | 30% | 32% | 34% | 36% | 38% | 40% |
Earth Attunement[edit]
- Earth Magic
- Enchantment Spell. (36...79...90 seconds.) Your Earth Magic is increased by +0...1...1. You gain 30% of the Energy cost whenever you use an Earth Magic skill.
- the elementalist has additional protection against
- While active, increases the caster's magical protection and gives access to earth skills focusing on knockdowns, defending allies and self.
Fire Magic[edit]
“For each rank in Fire Magic, you gain 2% of the base Energy cost whenever you use an Fire Magic skill. Many Elementalist skills, especially spells that burn your foes or deal fire damage in large areas, become more effective with higher Fire Magic.
— in-game description
Inherent effect[edit]
Fire Magic rank | 0 | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | 15 | 16 | 17 | 18 | 19 | 20 |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Energy Return | 0% | 2% | 4% | 6% | 8% | 10% | 12% | 14% | 16% | 18% | 20% | 22% | 24% | 26% | 28% | 30% | 32% | 34% | 36% | 38% | 40% |
Fire Attunement[edit]
- Fire Magic
- Enchantment Spell. (36...79...90 seconds.) Your Fire Magic is increased by +0...1...1. Your Fire Magic skills cost -5...21...25% less energy. Initial effect: Causes burning 1...4...5 to nearby foes.
- Fiery Aura increases Burning caused by Fire Attunement.
- One with Fire causes you to gain 10 seconds of might after you attune to fire.
- Wave of Flame causes nearby enemies to burn when you attune to fire.
- All enemies striking the elementalist within melee range take fire damage.
- While active, deals fire damage to anyone touching the caster and gives access to fire skills focusing on area of effect skills and burning foes
Water Magic[edit]
“For each rank in Water Magic, you gain 2% of the base Energy cost whenever you use an Water Magic skill. Many Elementalist skills, especially spells that deal cold damage and slow or hinder your foes, become more effective with higher Water Magic.
— in-game description
Inherent effect[edit]
Water Magic rank | 0 | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | 15 | 16 | 17 | 18 | 19 | 20 |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Energy Return | 0% | 2% | 4% | 6% | 8% | 10% | 12% | 14% | 16% | 18% | 20% | 22% | 24% | 26% | 28% | 30% | 32% | 34% | 36% | 38% | 40% |
Water Attunement[edit]
- Water Magic
- Enchantment Spell. (36...79...90 seconds.) Your Water Magic is increased by +0...1...1. You gain 30% of the Energy cost whenever you use an Air Magic skill.
- Gain regeneration for 10 seconds when you attune to water.
- Water skills cost less energy.
- Chilled: It causes those affected by it to aquire a blue tint, have a 66% speed reduction and become unable to dodge. While chilled, skills already recharging will recharge at one third speed.
- While active, heals nearby allies and gives access to water skills focusing on slowing enemies' movement and healing allies