Feedback:User/InfestedHydralisk/Elementalist PvP

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Air Magic[edit]

Blinding Flash Blinding Flash Spell. Target foe is blinded for 1...5...6 seconds. 15 Energy1 Activation time5 Recharge time

Blinding Surge Blinding Surge Spell. Target foe and all adjacent foes are blinded for 1...5...6 seconds. 10 Energy1 Activation time5 Recharge time

Currently a Ranger can barely interrupt these skills. With the latest change to it, they aren't as predictable as before and you have to stand right next to them to instant-interrupt them.

Second Wind Second Wind Enchantment Spell. For 1...8...10 seconds, the next time you use an Air Magic Spell on a foe, that foe is knocked down. 5 Energy1 Activation time15 Recharge time

Earth Magic[edit]

Magnetic Aura Magnetic Aura Enchantment Spell. For 5...17...20 seconds, whenever a foe deals physical damage to you or an ally nearby to you, that foe takes 5...21...25% of the same amount of damage. 10 Energy1 Activation time45 Recharge time

Stoneflesh Aura Stoneflesh Aura Enchantment Spell. For 5...17...20 seconds, you gain 5...17...20 damage reduction and allies nearby to you gain 2...8...10 damage reduction. 10 Energy1 Activation time30 Recharge time

Stone Sheath Stone Sheath Hex Spell. For 5...17...20 seconds, target foe and all nearby foes deal earth damage, deal 1...8...10 less damage and cannot cause a critical hit. 5 Energy1 Activation time15 Recharge time

Energy Storage[edit]

Aura of Restoration Aura of Restoration Enchantment Spell. For 60 seconds, you are healed for 150...350...400% of the Energy cost each time you cast a spell and adjacent allies are healed for 100...260...300%. 5 Energy¼ Activation time15 Recharge time

Fire Magic[edit]

Breath of Fire Breath of Fire Spell. Cause Breath of Fire at target foe's location. For 5 seconds, foes near this location are struck for 10...34...40 fire damage each second and gain +40 armor vs fire damage from other sources for 1 second. 5 Energy2 Activation time30 Recharge time

Elemental Flame Elemental Flame Enchantment Spell. Lose 1 Water Magic Hex. If a Hex was removed, Water Magic hexes end 25...45...50% faster on you for 0...4...5 seconds. 5 Energy¼ Activation time12 Recharge time

Savannah Heat Savannah Heat Elite Spell. You create Savannah Heat at target foe's location. For 5 seconds, all nearby foes take 5...17...20 fire damage for each second this Spell has been in effect. Foes struck gain +40 armor vs fire damage from other sources for 1 second. 5 Energy2 Activation time30 Recharge time

Searing Heat Searing Heat Spell. Cause Searing Heat at target foe's location. For 5 seconds, foes near this location are struck for 10...34...40 fire damage each second and gain +40 armor vs fire damage from other sources for 1 second. When Searing Heat ends, foes in the area of effect are set on fire for 3 seconds. 15 Energy2 Activation time30 Recharge time

Teinai's Heat Teinai's Heat Spell. Cause Teinai's Heat at target foe's location. For 5 seconds, foes near this location are struck for 10...34...40 fire damage each second and gain +40 armor vs fire damage from other sources for 1 second. When Searing Heat ends, foes in the area of effect are set on fire for 3 seconds. 15 Energy2 Activation time30 Recharge time

Massive fire AoE spells end up in blowing everything up. I added an effect that gives them somewhat more resistance against other fire spells to prevent such stacks, but 1 heat will still do full damage if it's on it's own.

Water Magic[edit]

Swirling Aura Swirling Aura Enchantment Spell. For 5...21...25 seconds, you and allies nearby to you have 50% chance to block incoming attacks. 10 Energy1 Activation time45 Recharge time

No Attribute[edit]