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Elementalist | |
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User | Falconeye |
Categories | Skill feedback → Elementalist → Other |
Energy Storage[edit]
“For each rank of Energy Storage, your maximum Energy raises by 3. In PvE, each time you deal elemental damage with a spell, other targets in the area take 3% of that damage per rank of Energy Storage. Several skills related to improving Overcast efficiency and gaining Health or Energy become more effective with higher Energy Storage.
— in-game description
Energy Storage is the primary attribute of Elementalists.
Inherent effect[edit]
Progression | |
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Energy Storage Bonus to maximum energy Bonus damage in the area
|
0 0 0
1 3 3
2 6 6
3 9 9
4 12 12
5 15 15
6 18 18
7 21 21
8 24 24
9 27 27
10 30 30
11 33 33
12 36 36
13 39 39
14 42 42
15 45 45
16 48 48
17 51 51
18 54 54
19 57 57
20 60 60
21 63 63
|
- Notes
- Energy Storage contains mostly utility skills related to energy management, as well as the 3 Elementalist self heals and 1 damage spell.
- Unlike in many other role-playing games, energy regeneration is not based on maximum energy. Thus increasing Energy Storage is not in itself a form of energy management.
- The Disciple of Energy blessing increases Energy Storage by 1, even if your character's primary profession is not Elementalist.
Elementalist: Elite Skills[edit]
Elementalist: Spells[edit]
Elementalist: Elemental Spells[edit]
Elementalist: Earth Spells[edit]
Elementalist: Fire Spells[edit]
Elementalist: Air Spells[edit]
Elementalist: Water Spells[edit]
Other Spells[edit]
Elementalist: Doublecast Spells[edit]
“A doublecast skill is a type of spell that casts on you as well as your target. By utilizing proper positioning, skilled players can significantly increase the power level of these skills as well as the area that they cover.
Elementalist: Enchantment Spells[edit]
Elementalist: Hex Spells[edit]
Elementalist: Ward Spells[edit]
Elementalist: Skills[edit]
Elementalist: Arcanes[edit]
“Arcane is a utility skill type using non-elemental 'chaotic-magical energy'. All arcane spells have an instant cast time.
— in-game description
Elementalist: Auras[edit]
“Auras are skill type.
— in-game description
Elementalist: Cantrips[edit]
“Cantrips is a skill type exclusive to elementalists that enhances survivability. They activate instantly, even in the middle of another skill activation without interrupting it, and break from knockdown.
— in-game description
Elementalist: Conjures[edit]
“Conjure is an elementalist skill type.
— in-game description
Elementalist: Glyphs[edit]
“Glyphs are skill type that change their effect based on the caster's attunement and alter the effects of the next spells cast.
— in-game description
- All Elementalist glyphs cost 5 energy to cast and have an activation time of one second.
- Only one glyph may be active at any time.
- Glyphs cannot be removed by foes once they have been activated.
- If the glyph is not used within a time (15 seconds unless otherwise specified), the glyph's effect ends.
- Spells will not consume a glyph's "charges" if they are cancelled.
- Glyph effects always occur before the effect of the spell where applicable.
- Glyph of Elemental Harmony Glyph of Elemental Harmony
- Glyph of Elemental Power
- Glyph of Lesser Elementals Glyph of Lesser Elementals
- Glyph of Renewal
- Glyph of Storms Glyph of Storms
- Glyph of Elementals Glyph of Elementals
PvE-only skills[edit]
- Glyph. (15 seconds.) The next 1...3 spell[s] that deal elemental damage to a target, other targets in the area take 20...25% of that damage. Nearby foes take 20...25% damage twice and adjacent foes take 20...25% damage three times.
Energy Storage[edit]
Moving these skills in to Energy Storage and giving them progression to make both of them more attractive to primary Elementalists will make them a choice based of the skill you want to cast instantly.
- Energy Storage
- Energy Storage
- Energy Storage
- Glyph. (15 seconds.) Your next 1...3...3 spell[s] recharge[s] instantly. Activation cost: 500...160...75% more Energy.
- Energy Storage
- Glyph. (15 seconds.) Your next 1...3...3 spell[s] cannot be interrupted and is/are unaffected by the Dazed condition.
- Energy Storage
- Glyph. (15 seconds.) Your next 1...3...3 spell[s] gives you 110...182...200% of its Energy cost. Activation cost: causes 10...6...5 Exhaustion.
- Glyph of Sacrifice is always chosen over Glyph of Essence unless you're not an Elementalist.
- Energy Storage
- Glyph. (15 seconds.) Your next 1...3...3 spell[s] cost 10...16...18 less Energy.
- Energy Storage
- Glyph. (15 seconds.) Your next 1...3...3 spell[s] heal you for 30...90...105. Earshot allies are healed for 150...350...400% of the Energy cost of each spell.
- Energy Storage
- Glyph. (15 seconds.) Your next 1...3...3 spell[s] casts instantly. Activation cost: 300...80...25% longer to recharge.
- Energy Storage
- Elite Glyph. (15 seconds.) Your next 1...3...3 spell[s] recharge 25% faster. Projectile spells: move 200% faster; shoots 2 additional projectiles at adjacent foes.
Elemental attribute skills[edit]
- Fire Magic
- Glyph. (15 seconds.) Your next 1...3...3 spell[s] inflicts Burning condition (1...4...5 second[s]). When dealing elemental damage to foes, adjacent targets take 5...41...50% of it as Fire damage.
- Air Magic
- Glyph. (15 seconds.) Your next 1...3...3 spell[s] inflicts Cracked Armor condition (1...4...5 second[s]). When dealing elemental damage to foes, adjacent targets take 5...41...50% of it as Lightning damage.
- Earth Magic
- Glyph. (15 seconds.) Your next 1...3...3 spell[s] inflicts Weakness condition (1...4...5 second[s]). When dealing elemental damage to foes, adjacent targets take 5...41...50% of it as Earth damage.
- Water Magic
- Glyph. (15 seconds.) Your next 1...3...3 spell[s] inflicts Chilled condition (1...4...5 second[s]). When dealing elemental damage to foes, adjacent targets take 5...41...50% of it as Cold damage.
No attribute skills[edit]
- No attribute
- Glyph. (25 seconds.) Boosts your elemental attributes by +2 for your next 10 spells.
Elementalist: Overcasts[edit]
Elementalist: Touch Skills[edit]
Recycle Bin[edit]
Group A[edit]
5 1 20 Enchantment Spell. (10...29...34 seconds.) You have +24...43...48 armor against physical damage. Launches an Ice Bolt (deals 10...58...70 cold damage) against a ranged attacking foe whenever you are dealt damage from a projectile attack.
5 1 Half Range Spell. Projectile: deals 10...58...70 cold damage.
10 1 2 Spell. Deals 10...54...65 cold damage. Interrupts a signet. Interruption effect: disables target foe's signets (3...8...9 seconds).
- Maelstrom 10
25 2 30 Spell. Deals 10...22...25 cold damage and interrupts spells each second (10 seconds). Hits foes adjacent to target's initial location.
5 1 8 Spell. Deals 5...41...50 cold damage. Inflicts Blindness condition (5...9...10 seconds) if target foe is Burning.
15 2 7 Spell. Deals 15...111...135 cold damage. Half damage if target foe is enchanted.
10 1 8 Hex Spell. Hexes target and adjacent foes (5...17...20 seconds). Doubles signet activation time. Initial effect: Deals 10...58...70 cold damage.
15 1 15 Ward Spell. (5...13...15 seconds.) Allies in this ward have +1...3...3 Health regeneration and +12...22...24 armor. Additional +24...43...48 armor against elemental damage. This spell is disabled for 20 seconds. Does not affect spirits.
Group B[edit]
5 1 20 Enchantment Spell. (36...79...90 seconds.) Your Air Magic is increased by +0...1...1. You gain 1 Energy plus 30% of the Energy cost when you use a Air Magic skill.
5 1 20 Enchantment Spell. (36...79...90 seconds.) Your Earth Magic is increased by +0...1...1. You gain 1 Energy plus 30% of the Energy cost when you use a Earth Magic skill.
5 1 20 Enchantment Spell. (36...79...90 seconds.) Your Fire Magic is increased by +0...1...1. You gain 1 Energy plus 30% of the Energy cost when you use a Fire Magic skill.
5 1 20 Enchantment Spell. (36...79...90 seconds.) Your Water Magic is increased by +0...1...1. You gain 1 Energy plus 30% of the Energy cost when you use a Water Magic skill.
10 1 45 Enchantment Spell. (60 seconds.) Your attacks hit for +5...17...20 earth damage. Lengthens Weakness and Earth Magic hex duration on foes by 33%. No effect unless your weapon deals earth damage.
10 1 45 Enchantment Spell. (60 seconds.) Your attacks hit for +5...17...20 fire damage. Lengthens Burning and Fire Magic hex duration on foes by 33%. No effect unless your weapon deals fire damage.
10 1 45 Enchantment Spell. (60 seconds.) Your attacks hit for +5...17...20 cold damage. Lengthens Chilled and Water Magic hex duration on foes by 33%. No effect unless your weapon deals cold damage.
10 1 45 Enchantment Spell. (60 seconds.) Your attacks hit for +5...17...20 lightning damage. Lengthens Cracked Armor and Air Magic hex duration on foes by 33%. No effect unless your weapon deals lightning damage.
Group C[edit]
5 1 8 Hex Spell. Deals 20...36...40 earth damage to target. Deals +20...36...40 more damage and causes Cracked Armor (5...13...15 seconds) nearby if that foe had Chilled or Water Magic hex.
10 1 15 Hex Spell. (10...14...15 seconds.) Causes -2...4...5 Health degeneration. Weakened or Earth Magic hexed foes attack 33% slower. Disabled for 20 seconds.
10 1 15 Hex Spell. (1...5...6 second[s].) Target foe moves 66% slower. 5...8...9 Health degeneration to foes with Cracked Armor or Air Magic hex.
5 1 8 Hex Spell. Deals 10...34...40 cold damage. Burning or Fire Magic hexed foes take +40...72...80 damage and are interrupted. Also strikes adjacent.
5 1 5 Elite Spell. Deals 15...51...60 earth damage. If you have more energy than target foe, deals +15...51...60 earth damage and inflicts Weakness (1...8...10 second[s]); you gain 5 Energy plus 1 Energy for every 2 ranks of Energy Storage. Also hits adjacent foes.
5 1 5 Elite Spell. Deals 15...51...60 fire damage. If you have more energy than target foe, deals +15...51...60 fire damage and inflicts Burning (1...8...10 second[s]); you gain 5 Energy plus 1 Energy for every 2 ranks of Energy Storage. Also hits adjacent foes.
5 1 5 Elite Spell. Deals 15...51...60 cold damage. If you have more Energy than target foe, deals +15...51...60 cold damage and inflicts Chilled (1...8...10 second[s]); you gain 5 Energy plus 1 Energy for every 2 ranks of Energy Storage. Also hits adjacent foes.
5 1 5 Elite Spell. Deals 15...51...60 lightning damage. If you have more Energy than target foe, deals +15...51...60 lightning damage and inflicts Cracked Armor (1...8...10 second[s]); you gain 5 Energy plus 1 Energy for every 2 ranks of Energy Storage. Also hits adjacent foes. 25% armor penetration.