Guild Wars Forums - GW Guru
 
 

Go Back   Guild Wars Forums - GW Guru > The Inner Circle > Sardelac Sanitarium

Notices

Reply
 
Thread Tools Display Modes
Old Sep 01, 2006, 04:37 PM // 16:37   #1
Academy Page
 
Join Date: Jan 2006
Guild: [BotW]
Profession: Me/
Advertisement

Disable Ads
Default Redwinter's Elementalist Skills:

Skill ideas for review:

Elementalist

Skill Name - Cost - Cast Time - Recharge (Attribute)
[Description]
  • Ball Lightning - 25-2-15 (Air Magic)
    Strike target for 9-72 lightning damage. Foes between yourself and the target are struck for half damage. This attack has 25% armor penetration.

    Conduction Bolt - 5-1-8 (Air Magic)
    Strike target for 4...36...47 lightning damage. If target foe has more than 75 armor, then strike him for an additional 3...24...33 armor ignoring damage.

    Thundercloud - 15-2-8 (Elite Air Magic)
    Elite Spell. Create a level 1...20 thundercloud that moves towards target foe. This feature attacks every 3...1/4 second and perishes when it reaches target's original destination.

    Zap - 5-1-1 (Air Magic)
    Spell. Strike target foe for 10-30 lightning damage. This spell may strike foes at up to 150% range, but if it does, causes exhaustion.

    Zephyr - 10-1-20 (Elite Air Magic)
    Elite Spell. You lose all enchantments and drop any held objects, but take flight to cloud level. You remain out of combat for 5-10 seconds, or until you choose to land. Double-clicking on a viable location 5...50 feet from your takeoff point cancels your flight and lets you land there.

    Earthspur - 5-1-18 (Earth Magic)
    Spell. Target foe is struck for 20...36 damage. There is a 20% chance that target foe is crippled for 1...12 seconds. There is a 10% chance that target foe is knocked down.

    Erode - 25-3-15 (Earth Magic)
    Target foe and nearby foes are struck for 26...85 damage. Summoned creatures struck by erosion have their remaining durations halved. All struck foes have their signets disabled for 1...5 seconds.

    Flesh to Stone - 10-2-20 (Elite Earth Magic)
    Hex Spell. For 60...300 seconds, target foe is hexed with Flesh to Stone. That foe gains +X% armor and loses X% movement speed, where X is the percentage of this spell's duration that has expired. This spell has a 50% failure rate at Earth Magic 5 or lower.

    I like the idea of the spell Flesh to Stone, but need suggestions on balancing it and making it scale nicely in power from attributes 1 to 16. As is, it's almost more appealing at lower levels.

    Quagmire - 10-3/4-20 (Elite Earth Magic)
    Elite Spell. You invoke a quagmire at target foe's location. For 5...16 seconds, target foe and nearby foes suffer 5...30 damage every 2 seconds. Target foe and nearby foes suffer an additional 5...30 damage if they have their movement reduced by 25% or more, and an additional 5...30 damage if they have their movement reduced by 50% or more.

    Statue - 10-1/2-30 (Earth Magic)
    Enchantment Spell. For 5...10...14 seconds, you cannot take damage. This enchantment is cancelled when you attack, move or use a skill.

    Stumble - 5-2-6 (Earth Magic)
    Spell. If target foe is moving, he is knocked down. This spell has a 25% chance of failure at Earth Magic 5 or less.

    Wall of Stone - 10/3/30 (Earth Magic)
    Spell. You create a level 1...10 wall of stone halfway between yourself and target foe.

    Ward Against Erosion - 10-1-20 (Earth Magic)
    Create a Ward Against Erosion at your current location. For 10...20...24 seconds, allies suffering from degeneration within the spell's area suffer from half the degeneration, rounded down.

    Sword of the Inferno - 10-2-30 (Fire Magic)
    For 15...60 seconds, you wield a Sword of The Inferno. This weapon deals X melee damage and deals Y damage to foes adjacent to your target. On a critical hit, this weapon sets your target on fire for 4 seconds.

    Apocalypse - 30-10-60 (Fire Magic)
    Spell. You invoke a cataclysm of flame in the region. All foes take 50...220 damage and become immune to further castings of Apocalypse for 50 seconds.

    Any suggestions on making this ~not~ the ultimate farming skill?

    Burning Man 15-1-30 (Fire magic)
    Hex spell. Target foe is hexed for 5...25 seconds. While hexed foe is on fire, that foe and all adjacent foes take 5…10 damage a second.

    Cremate - 5-1-2 (Fire Magic)
    Spell. Exploit target allied corpse. That ally may not be resurrected for 60...15 seconds, but loses 5...10% of his Death Penalty.

    Nova Flame - 10-2-0 (Fire Magic)
    Invokes a nova at target foe’s location. For 5 seconds, target foe and adjacent foes take 5…29 fire damage each second. This spell causes exhaustion.

    Supernova - 15-4-0 (Elite Fire Magic)
    Invokes a supernova at target foe’s location. For 10 seconds, target foe and adjacent foes are struck for 5…24 damage each second. Each time a foe is struck by damage from supernova, that foe is moved 5 feet towards the center of Supernova’s area. This is an elite spell and causes exhaustion.

    Slow Burn - 5-2-10
    Hex spell. Target foe is struck for 4…45 damage and hexed for 60 seconds. While hexed, that foe takes 2…20 damage every 5 seconds.

    Signet of Flame - 0-3/4-10*
    Signet. Target foe is set on fire for 1…4 seconds. If target foe is already on fire, then double the remaining duration of that condition and lose 5 energy.

    Drown - 10-2-30
    Hex spell. Target foe is hexed with drown for 240…60 seconds. If Drown reaches the end of it’s natural duration, the hexed foe perishes. This spell lasts twice as long on bosses.

    Reflections - 10-1/4-10 (Elite water magic)
    You create a physical double of target ally. This double has 5…90% of target ally’s hitpoints and perishes after 10…30 seconds. The reflection moves and attacks, but deals no damage and uses no skills. This skill causes exhaustion.

    Tsunami 15-2-10 (Elite water magic)
    You invoke the power of a Tsunami, striking target foe, all foes nearby foes and foes between you and the target for 20-60 damage. Attacking foes and foes casting spells are interrupted and moved from their location. This elite spell causes exhaustion and you take double damage while casting it.

    Glacial Storm - 10-2-30
    Target foe and all nearby foes are struck for 10-40 damage. In the spells area, you create 1…6 level 5 crystals, which deal damage to foes moving past them.

    Glacial Bludgeon 15-2-7 (Water Magic)
    Hex spell. Target foe is struck for 10…85 damage. If target foe is in a stance, Glacial Bludgeon removes a stance from the target and deals 10…85 damage to nearby foes instead.

    Glyph of Stars – 5-1-30
    Glyph. For 15 seconds, your next spell is an area of effect spell targetting adjacent foes. If your spell is already an area of effect spell, it increases in size by one measure.

    Stardrinker - 5-1-15 (Elite Energy Storage)
    Enchantment. For 2…24 seconds, while you are casting a spell, you gain 1…10 energy a second. If you are interrupted while casting a spell, Stardrinker ends.

    Grasp the Ether - 5-2-5 (Elite)
    You gain 10 energy.


My aim here is to stay true to the Elementalist lineup, while taking a different approach. Few intelligent people will argue the Elementalist is underpowered as a damage dealer, and that it serves only as solid utility. I'm not going to try and make 'better damage', but rather provide ideas for more utility.

I did this in a few ways: I think it's important for the elementalist spells to be 'big'. That's a class trademark. I did this by making it have an influence on the battlefield (creating wall, ice crystals) and having some hexes that are suitably 'large' (Flesh to stone & drown). Survivability is enhanced without making the Elementalist a tank (Zephyr, Statue) and I've tried to stay true to the nature of the elements, though I didn't find room for a water slowdown. I feel this skill list would serve a better purpose and theme than 30 skills with mostly damage.

This set of skills is equal to an expansion's. ie. Same # of ele skills as in Factions.
Redwinter is offline   Reply With Quote
Reply

Share This Forum!  
 
 
           

Thread Tools
Display Modes

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off

Forum Jump


All times are GMT. The time now is 02:30 PM // 14:30.


Powered by: vBulletin
Copyright ©2000 - 2016, Jelsoft Enterprises Ltd.
jQuery(document).ready(checkAds()); function checkAds(){if (document.getElementById('adsense')!=undefined){document.write("_gaq.push(['_trackEvent', 'Adblock', 'Unblocked', 'false',,true]);");}else{document.write("