Post by tarthur1
We have casters and we have elemental casters, but in all honesty, I've always wanted just an Earth caster and/or a Wind healer. Sure, we have Shamans and Mages, but THEY AREN'T THE SAME FOR ME. I mapped out the Elementalist to fill both of these wanted roles, and I feel as though I did so in a balanced way. The Elementalist would be able to wear Mail. I hope you like to read....
Table of ContentsGeneralSpecsTalentsLoreSkip to Comments ->Race Distribution:- For Sure: Tauren, Dwarf, Troll, Worgen, Pandaren
- Maybe: Goblin, Draenei, Night Elf, Orc
- Probably Not: Human, Gnome, Blood Elf, Undead
For the Elementalist, it's clear that they are closely related to nature and the elements. As such, races that can be both Shamans and Druids (
Trolls and
Tauren) would easily fit into this class. For
Dwarves,
Worgen and
Pandaren, these races show a general concern for preservation of the wild, or a general closeness to it, so it would make sense for them to be able to train in this class.
Goblins are a major polluter in Azeroth, showing little care for polluting water ways and cutting down trees (same goes for
Orcs). However, because both of these races can train to be Shamans, it shows that a small population of these races would have enough compassion for the elements to be able to be this class on a moral level. In an opposing argument,
Draenei don't pollute the land carelessly, but even though they can be Shamans, it's questionable as to how much they truly care for the natural aspects of life.
Night Elves care deeply for the environment, but may have troubles with magic outside of the Druid and Arcane classes of magic.
Humans,
Undead,
Gnomes, and
Blood Elves all have the same issue, only in their case, they aren't even in tune with nature on Druidic or Shamanistic levels, and as such, they would likely be completely incapable of learning the ways of this magic.
WeaponsBow (Primarily for Earth)
Staff
Dagger
Mace (one-handed)
Axe (one-handed)
StatsWind:
Restoration Shaman
Water:
Protection Warrior
Earth:
Hunter
Wind (healing)Primarily uses HoTs, specializes in balancing damage around the entire group. Mana as a resource.
Back to the top ->HoT's:
- Cyclone: Heals x damage over 20 sec (imagine each tick to heal ~30% of what Rejuvenation would). While affected, the target has a x% reduced chance of being hit. Only one cyclone per target; you may only have one cyclone active.
- Fresh Air: Heals x damage over 12 sec (imagine ~70% of what Rejuvenation would heal). Duration is refreshed with Cyclone tics.
- Pressure Shield: Each melee attack made against the shielded target is reduced by 15%. This 15% is converted to healing and heals the two lowest health group members in x yards (the amount is divided equally between the two). Lasts until x amount of healing is spent (imagine 20% of what Power Word: Shield absorbs). Lasts 12 sec. Causes Winded debuff, preventing the target from being affected again for 12 sec. If the shield is dispelled or dissipated before it completes its duration, it causes the Pressure Surge buff, reducing damage to the affected target by 30-5% for 9 sec, starting with 30% reduction at first, then gradually lowering to 5% by the end of the duration. Pressure Surge has a 12 sec cooldown on each target.
- Gale Winds: Heals the target and up to 10 party/raid members within 40 yards for .5% of their max HP every 3 sec for 15 sec. Stacks up to 3 times. Only one target may be affected at a time (comparable to Lifebloom but with less healing to any single target). Refreshed by Pressure Shield.
Direct Heals:
- Gust: Fast, expensive heal.
- Breeze: Slow, moderate heal.
- Tornado Blast: Slow, massive heal.
Back to the wind ->Mitigation Spells:
- High Pressure Field: Target's damage taken is reduced by 30%. Damage reduction only applied if at least one Air Torrent is active. You may only have one High Pressure Field active at a time. Lasts for one hour.
- Air Torrent: Four charges, no GCD. Air Torrent causes the target to take the damage prevented by the High Pressure Field. Damage is divided between all targets affected by Air Torrent. Only one Torrent may be placed on each target; not castable on the High Pressure target. Duration of Air Torrent is 3 min divided by the number of Air Torrents active. Duration is refreshed to (3 min)/(number of Air Torrents active) whenever a new one is cast. When the third is cast, all charges have a one minute cooldown.
- Jet Stream: Links an Air Torrent to the High Pressure target (same effect as above). When Jet Stream is cast, a pressure barrier is activated for 15 sec, encompassing all characters affected by Air Torrent, as well as the High Pressure target. Pressure Barrier reduces all damage taken by 5% for each active Air Torrent (see Power Word: Barrier); all Air Torrents remain active during this time, their durations decreased/increased to 15 sec.
- Low Pressure Field: Target is affected by Wind Burst's HP reduction. Lasts for one hour. You may only have one Low Pressure Field active at a time.
- Wind Burst: Not castable on the Low Pressure target. When cast, 25% of the HP from the Low Pressure target is instantly healed to the target. For 10 sec after, 1% of this HP is sent back to the Low Pressure target each sec. Cannot be cast if the Low Pressure target is at <50% health. 15 sec cooldown. Consumes the Low Pressure Field Buff; upon being consumed, the target of the Low Pressure Field receives the Light Headed defuff, preventing them from being the target of Low Pressure Field for 40 sec.
AoE- Tornado: Placeable (see Spirit Link Totem). 3 min cooldown.
- Hurricane: Massive AoE Heal (see Tranquility). 5 min cooldown.
- Torrential Updraft: Chanelled for 10 sec. While channeling, the two highest health group members lose 1.5% of their health each sec. The three lowest health characters receive this health divided evenly between them. All party members receive 15% boosted healing for its duration, as well as for 20 sec after. If all three low health targets have 100% health at any point, the chanelling is stopped and the two members who lost their health will have it returned to them over 5 sec. Health reduction will not affect targets below 30% health and will switch to the next highest health target instead, effectively switching the healing and 'damage' targets as needed, but only when a member is below 30% health. 3 min cooldown.
- Pressure Lock: For 10 sec, all group members within 40 yards will have all health lost during this time dissipated into clouds around them. When 5 sec is over, all of the lost health will begin returning to those affected over 15 secs. 3 sec cast, 3 min cooldown. Increases healing received by 10% for 25 sec after being cast.
Back to the wind ->Mastery:
- Healing Breeze: There is an x% chance that your Air Torrents will dissipate before reaching their respective target. This dissipated energy becomes a Healing Breeze, healing the lowest health group member within 40 yards for the amount equal to the redirected damage over 3 sec.
Winds:
(like
aspects, so only one can be active at a time)
- Calming Winds: Decreases the duration of "Loss of control" affects on the Elementalist by 50%.
- Focused Winds: Increases healing done by 15%.
- Tailwind: Group-wide. Increases movement speed by 5% every second while moving (60% cap). Movement increase drops 5% for evey second spent not moving. Attacks will daze the target if the target is moving >35% under the affects of this Wind.
Passive:
- Elemental Guidance: Increases healing by 15% and all mitigation by 10%.
- Wind Guard: Reduces pushback suffered while casting spells by 70%
- Air Flow: Allows 50% mana regeneration to continue while in combat.
- Pressure Build: Increases the pressure around the targets of your direct heals, increasing their healing received by 10% for 15 sec. Stacks up to 3 times.
- Updraft: All critical heals send an additional heal to the lowest health group member within 40 yards for 20%, then another 40% over 20 sec. If the target reaches 100% health, the remaining healing turns into a Lesser Pressure Shield which is an absorption shield for 50% of the remaining healing.
Misc:
- Breath of Life: Resurrection
- Pressure Surge: Fear Ward
- Last Breath: Heals the Elementalist for 75% of his/her health. For the next 20 sec, the elementalist loses 10% of his/her health every sec.
- Living Winds: Upon the Elementalist's death, he/she becomes a barrier of wind for 5 sec. During this 5 sec, all damage taken is reduced by 85% and all group members are healed for 15% of their health each sec. After these 5 sec, the Elementalist dies.
- Clean Air: Purify
Back to the wind ->NotesThe main focus is to keep three Air Torrents up at all times, then casting Jet Stream for their last 10-15 sec, recasting the Air Torrents when the cooldowns are up. From here, direct heals can be used when needed and the HoT's can be kept up on those taking steady damage, especially Pressure Shield. Gale Winds is integral to help maintaining healing up on targets as many group members have their health moved around to lower health targets. Keeping up with what targets have which buffs is crucial to the spec's function.
WaterSpreads DoT's and threatens the very life of targets to keep them away from other group members. Uses rage and water as a resource.
Back to the top ->Water:
- Water: Water is a resource that builds when you use your taunting abilities, as well as many of the debuffs that you can spread. It is steadily built, but must be used wisely if consistent threat is to be maintained. More water saved means more threat will be maintained. Maximum of 100 Water.
Gaining Water:
- Dehydrate: Dehydrates the target and all other enemies within 8 yards, causing Dehydrated, which reduces movement and attack speed by 20% and increases damage taken by 10% for 15 sec. Generates 5 Water per target hit. Also causes the Thirst effect, increasing the likelyhood of the target attacking you. Thirst is stackable. Dehydrate has 4 charges, each with a 25 sec cooldown.
- Parch: Dries out the target's mouth, reducing casting speed by 20%. Lasts 30 sec. Costs 15 Rage. Generates 5 Water. Adds a stack of Thirst.
- Dehumidify: Removes the moisture from the air, reducing magic resistance by 30% for all enemies within 15 yards. Adds a stack of Thirst to all affected targets. Generates 5 Water per target affected. 30 sec cooldown.
- Heat Spike: Increases the temperature in the area around the target, dealing x damage instantly and another x damage over 15 sec. The damage is strong at first, then deals less damage as it completes its duration. Costs 30 rage. Generates 10 Water. Adds a stack of Thirst. Causes the Sweating Debuff for 15 sec. Sweating reduces the chance to hit by 5% and each attack has a 15% chance to disarm the Sweating target for 4 sec.
- Water Purge: Spreads all effects of Thirst, Parch, and Sweating of all targets within 8 yards to all other targets within 8 yards, refreshing their durations. Costs 30 rage and generates 5 Water for each target affected.
Back to the water ->Spending Water:
- Quench: Attempts to flood the target's lungs with water. Deals x damage per sec for 15 sec. Costs 10 Water. Stacks up to 3 times. Removes one stack of Thirst on each cast.
- Water Slash: Causes x damage, wounding the target and making them bleed over 24 sec. Costs 7 Water.
- Filter: Removes the pollutants from the target's body, replacing them with water; the pollutants are stored in your Water. Filter causes the Pure debuff on the target, which increases the damage taken by all abilities that cost Water by 10%. Stacks up to 3 times. Costs 10 Water. Removes one stack of Thirst on each cast. Creates the Polluted buff on the caster. Polluted increases the amount of Water Generated by 3% per stack. Polluted lasts for 45 sec. Stacks up to 3 times.
- Acid Rain: Makes it rain around the Elementalist, causing x*y damage to all targets within 8*y yards every 2 seconds for 14 seconds based on the number of Polluted stacks consumed. Costs 10 Water per stack of Polluted consumed.
- Water Spikes: Sprays water in all directions, dealing x damage to up to 5 targets within 15 yards. Costs 5 Water per target hit. Removes one stack of Thirst on each Target.
- Bubblepool: Surrounds the target in a vortex of bubbles for 25 sec, causing x damage every 1 sec for 10 sec. Costs 25 Water. Generates 2 Water per sec for 25 sec. 45 sec cooldown. Removes one stack of Thirst.
- Water Springs: Spreads all effects of Drowning, Bleeding, Bubbles, and Pure of all targets within 8 yards to all other targets within 8 yards, refreshing their durations. Costs 10 Water per target affected. Removes one stack of Thirst from each target affected per debuff spread (up to 4 stacks may be removed in this way).
Back to the water ->Rage Only Abilities:
- Frost Punch: Punches the target in the jugular, causing x damage, minus 20% damage for each stack of Thirst on the target (up to an 80% damage reduction). Costs 50 rage.
- Skin Crawl: Causes the water in the target's skin to move rapidly. Deals x damage over 18 sec. Costs 10 rage per target affected. Damage is decreased by 10% per stack of Thirst on the target (up to a 70% damage reduction).
- Aqua Sting: Strikes all targets within 8 yards with water, dealing x damage, divided amongst the targets affected. Costs 25 Rage.
- Water Burst: Combusts all of the water in the target's body, dealing x damage, and an additional y damage over 10 sec. Initial damage is decreased by 15% for each stack of Thirst on the target, up to a 90% reduction. Costs 30 Rage.
- Boil: Deals x damage over 12 sec. After the 12 sec is over, y damage is dealt. Damage is decreased by 10% per stack of Thirst on the target, up to a 40% reduction. Costs 15 rage.
Mastery:
- Water Drips: All abilities that cost Water drip back onto you, refunding 50% of the Water cost over 8 sec. Stackable. While you are under the effect of Water Drips, Thirsty targets have an x% chance to have an addition stack of Thirst applied. This chance is calculated every 2 sec. When not under the affects of Water Drips, you become Enraged. Enraged reduces the Rage cost on spells by x% and increases their damage by x%. Damage increase is reduced by .25% per Water that you have unused.
Waters:
Similar to
Chakras, only one may be active at a time.
- Raging Waters: Rage generation is increased by 20% while Water generation is decreased by 20%.
- Surging Waters: Increases total Water by 20. When you have 0 Water, you generate 60 Water over 5 sec. This effect has a 30 sec cooldown.
- Protecting Waters: Reduces max Water by 50. All Water generated past 50 creates an absorption shield for x damage per excess Water, stacking up to a maximum of 30% of your max health. The shield heals for 20% of its amount when Water is reduced below 50.
Passive:
- Ice Plating: Increases armor contribution from Mail armor by (percentage that makes the armor comparable to Plate).
- Water Control: You have a chance equal to 33% of your dodge that every time a stack of Thirst is applied, an addition stack will be applied. When below 20 Water, Rage abilities use 10% less rage and Water generating abilities generate 5% more Water.
Back to the water ->Misc:
- Water Barrier: Reduces damage taken by 30% for up to 20 sec. Costs 5 Water per sec. Will continue consuming Water until cancelled or until its duration of 20 sec is reached. 30 sec cooldown.
- Water Bind: Reduces the target's attack and movement speed by 20% per sec for 5 sec. After 5 sec, the target is stunned for 3 sec. Causes massive damage to unstunnable targets. 40 sec cooldown. Costs 20 rage.
- Water Drink: Drinks water, healing x damage per sec for 8 sec. Costs 40 Water. 15 sec Cooldown. Deals damage instead of healing when Polluted.
- Water Walking: Allows the target to walk on water for 10 min. Damage cancels the affect.
Back to the water ->Notes:
For Water, there are three different playstyles:
- Generating Water indefinitely and causing little damage through these generating spells and depending on stacks of Thirst to maintain threat.
- Using a combination of spells, generating Water first, then spending it with spells that require Water. This playstyle offers more DPS than the prior.
- Using only rage abilities, staying away from Water generating abilities as using them in conjunction with one another is detrimental to the Rage abilities' DPS. This playstyle can be used alone for high DPS, or as a follow up to the cycle of Water Generation->Water Spending, once most stacks of Thirst have been removed for added DPS.
EarthUses ranged weapons to do damage. Focus and Earth Power as resources. Earth Power is similar to
Burning Embers; there are a total of 5 Earth Power. Balances between Ranged Shots and Instant Spells.
Back to the top ->Earth Power:
- Earth Power: Earth Power is a second resource that acts in a similar way that Holy Power does for Paladins, or as stated above, it's similar to Burning Embers as well. Abilities that use focus generate Earth Power. Earth Power is then spent with other abilities. The idea is to have a playstyle similar to a Balance Druid's, ie, you will be using only focus-using abilities until they reach max Earth Power, then they will spend the Earth Power until the generating of focus begins again.
Building Earth Power:
- Stone Pierce: Fires a quick shot to the target. Gives the Pierced debuff for 20 sec. Pierced causes the target to receive 5% increased damage. Stacks three times. Low Focus cost. Generates .5 Earth Power.
- Empowered Shot: Charges the Arrow with Earth Power. Deals x*2^(y) damage for each stack of your Pierced (y) on the target. Moderate Focus cost. 20 sec cooldown. Generates .33 Earth Power per stack of Pierced on the target.
- Jutting Shot: Deals x damage and causes stones to jut out of the ground at the target for 15 sec, causing 5% of x damage to all targets within 5 yards each sec. Jutting stones follow the target of Jutting Shot. 20 sec cooldown. Moderate Focus cost. Generates 1 Earth Power.
- Metallic Shot: Causes the target to take 5%-30% more damage magical damage, starting at 5% and gradually increasing to 30% over ten sec. Upon reaching 30%, it gradually decreases to 0% over 20 sec before disappearing. 20 sec cooldown. No Focus Cost. Generates 1 Earth Power.
- Quaking Shot: Causes x damage to the target and y damage to all targets within twenty yards over 10 sec. Does not follow the target. 20 sec cooldown. High Focus Cost. Generates 1 Earth Power, and an additional Eath Power if >3 targets are hit.
- Splitter Shot: Your arrow splits into up to 6 arrows at the target, each arrow hitting up to one target within 15 yards of the original target, each for x damage. Moderate Focus Cost. Generates .33 Earth Power per target hit.
- Blister Shot: Consumes all of your Focus to deal x*(focus consumed) damage. 1.5 sec cast time. Generates 1 Earth Power. Upon being used, you enter a heightened state of consciousness.
- "heightened state of consciousness"
You generate no Focus and remain in this state until all Earth Power has been used. Once all Earth Power is consumed, you are recharged for 100% of your Focus.
Back to the earth ->Spending Earth Power:
- Gravity Slash: Slashes the target with shifting gravity to cause x damage, increasing all damage taken by the target by 15% for 20 sec. Costs .5 Earth Power.
- Terror Quake: Send a blast of energy to the target, shaking the earth through a winding path to the target. Takes 3 sec to reach the target, regardless of distance. All targets caught on this path will tremble with fear until Terror Quake reaches its target. The "trembling with fear" is not a fear effect, but a debuff, reducing damage caused by 75%, attack and run speed by 40%, hit chance by 25%, and increases damage taken by 50% for 3 sec. Buff is lost if the target(s) move out of the path of the quake. Upon reaching the primary target, it causes the ground to quake for 10 sec, causing x damage to all targets within a 10 yard radius every 2 sec and reducing the movement speed of all affected targets by 40%. Quake remains stationary. Costs 1 Earth Power; if >4 targets are affected, the cost is reduced to 0. 20 sec cooldown.
- Rock Blast: Blasts the target with a large rock every .33 sec for 3 sec for x damage. Each rock shatters upon hitting the target, causing the same x damage to all enemies within 5 yards, divided between them. Channeled. Costs 1 Earth Power.
- Jutting Stone: Hits the target with a stone from below them, causing x damage and interrupting spell casting. 15 sec cooldown. Costs .5 Earth Power.
- Quicksand: Generates quicksand below the target, reducing movement speed by 30%. Causes the target to sink down for 5 sec; after 5 sec, sharp spikes shoot up, dealing x damage, multiplied by the amount the target sank into the ground (0-5). Attempt to escape the sand by running out of it or jumping. The Sinking debuff will increase in stacks at a speed dependent on whether the target is moving, jumping, or escaped from the sand. If out of the sand, the debuff disappears and the spell misses. If completely stationary for the full 5 sec, the debuff reaches the max of 5 , at which point the spikes hit. 8 sec cooldown. Costs 1 Earth Power.
- Power Stomp: You stomp the ground, causing a tremor below the target, causing x damage. Costs .33 Earth Power.
- Gravity: Increases the gravity around the target, causing x damage per sec for 5 sec. Each sec, the target's attack and casting speeds are decreased gradually, first by 5%, then up to 70%. Upon reaching 70%, the target is stunned for 3 sec. Causes massive damage to unstunnable targets. Costs 1 Earth Power. 20 sec cooldown.
- Power Heal: Consumes all Earth Power to heal your health for 10% per Power consumed. If more than 3 Power is consumed, you receives the Surged debuff. Surged decreases all damage taken by 20%, but decreases all healing received by 50% and all damage caused by 80%. Also creates a shield around you for the overhealing received from Power Heal. Surged lasts 15 sec.
Back to the earth ->Mastery:
- Torpedo Rats: All damage you cause (direct, indirect, DoT, etc) has an x% of summoning a stone rat from the earth. These rats immediately shoot themselves at the target that received the original damage, dealing 20% of that damage upon impact. If the target dies before impact, the rat will remain summoned for up to 20 sec and lunge themselves at the next target that receives damage from you.
Passive:
- Rough Skin: Reduces damage taken by 5%.
- Gravity's Favor: Reduces Falling Damage.
Misc:
- Crystalize: Reduces all damage taken by 30% for 9 sec. 2 min cooldown.
- Stone Crash: Crashes into the ground, causing x damage times distance crashed from. Prevents falling damage. 45 sec cooldown.
- Stone Block: Prevents the next attack within 15 sec from causing damage to you. 1 min cooldown. Some restrictions apply.
- Spiky Skin: Melee attackers take x damage per attack for 15 sec. 30 sec cooldown.
Back to the earth ->Notes:
Essentially, the Earth spec has two core abilities that will need to be managed in order to be played effectively: Power Heal and Blister Shot. The spec circles around a cycle of spending focus to generate Earth Power, then generating the last point of Earth Power with Blistering Shot before using spells to spend the Earth Power.
TalentsBack to the top ->Level 15:
- Wind's Swiftness: Increases movement speed by 15% at all times.
- Rushing Water: Increases movement speed by 60% for 6 sec. 12 sec cooldown.
- Earth-a-Pult: A slab of earth juts out of the ground, sending you flying 25 yards forward. 15 sec cooldown. Removes movement impairing effects.
Level 30:
- Renewing Breath: Heals you for 30% of your health. 2 min cooldown.
- Waterfall: A waterfall rushes down on you, healing you for 5% max health every 3 sec for 24 sec.
- Earth Guard: Anytime a damaging attack brings you below 30% health, you gain an absorption shield equal to 20% of your total health lasting for 20 sec. This effect cannot occur more than once every 90 sec.
Level 45:
- Wind Tunnel: Blows all targets in a cone-esc shape in front of you back 20 yards. Targets' movement speed is reduced by 90% for 3 sec. 30 sec cooldown.
- Wave Crash: Water crashes down, stunning all targets in front of you for 1 sec, and disarming them for 5 sec. 30 sec cooldown.
- Rock Barrage: One rock shoots from the ground to a target, with whom you are in combat, every 2 sec for 10 sec, stunning them for one second. Deals damage to unstunnable targets. Prioritizes closer targets. 30 sec cooldown.
Back to the talents ->Level 60:
- Air Nymph: All healing and damaging spells have a 10% of calling forth an air nymph for 15 sec. The air nymph heals the lowest health target for 5% of the healing/damage you cause. No more that 3 nymphs may be active at a time.
- Water Nymph: All healing and damaging spells have a 10% of calling forth an water nymph for 15 sec. The water nymph will create a damage absorption shield around any target that receives damage for 15% of the damage caused. Stackable up to 20% of the target's health. Each water nymph can cast this shield once every 3 sec. The water nymph will prioritize shielding the most recently struck target. No more that 3 nymphs may be active at a time.
- Earth Nymph: All healing and damaging spells have a 10% of calling forth an earth nymph for 15 sec. The earth nymph reduces the damage caused to targets who receive damage by 2%, stacking up to 5 times. Each earth nymph can only cast this effect every 3 sec. The earth nymph will prioritize casting this effect on the most recently struck target. No more that 3 nymphs may be active at a time.
Level 75:
- Encircling Winds: Calls down a column of wind around the target, dealing x damage every sec for 10 sec to the target, and 50% damage to all enemies within 15 yards of the original target. All targets except for the original have a 15% chance of being knocked back 5 yards each time they receive damage from this attack. If cast on an ally, it heals x damage over 10 sec and heals for 50% of that to all allies within 30 yards of the original target. Each healed target has a 15% chance of being healed twice, the second time over 6 sec. 25 sec cooldown.
- Water Cannon: Blasts the target with water, dealing x damage. Splits into 4 smaller blasts, each dealing 25% damage to four more targets within 20 yards, preferring closer targets. Each split blast has a 33% of becoming a blast of a ice, dealing an additional 20% damage before freezing its target in place for up to 15 sec. If cast on an ally, the target is healed for x before splitting into 4 smaller blasts, each healing for 25% of the original heal, preferring closer targets within 30 yards. Each split has a 33% chance of cooling, healing for an additional 15% and increasing the target's attack and casting speeds by 10% for 15 sec. 25 sec cooldown.
- Gravity Shift: Deals damage equal to all missing health of your group members to up to 5 enemies within 40 yards, preferring higher health enemies. Deals 10% less damage for each enemy affected. This ability also heals all group members for the total health remaining of up to 5 of the lowest health enemies within 40 yards. Healing reduced by 15% for each member healed (up to a 75% reduction). No more than 25% of the target's health will be healed by this ability. 1 min cooldown. Healing and damage calculations done when this spell is first cast. Will not affect enemies not in combat with the group.
Back to the talents ->Level 90:
- Air Form: Reduces damage taken by 20% for 30 sec. 50% of the damage reduced empowers you, increasing all damage and healing caused by that amount and reducing their resource(s) cost by 20%. 3 min cooldown. While not on cooldown, this grants a passive 5% increase to all damage and healing caused, as well as reducing 5% of all damage taken and a 5% reduction of cost for all spells and abilities.
- Water Form: All attacks and spells made against you have their damage reduced by 90% for 10 sec. During this time, all spells and attacks made by you deal 90% less damage. Generates 6% of your active resource(s) every 2 sec for its duration. 3 min cooldown. While not on cooldown, you generate 1% of your actvive resource(s) every 5 sec.
- Stone Form: All attacks and spells glance off of you for 10 sec, causing 0 damage. Removes all Magic, Disease, Poison and Curse effects from you and prevents them for its duration. Movement, Attack and Cast speed are reduced by 50% for its duration, though your resource(s) cost is reduced by 80%. 3 min cooldown. While not on cooldown, all spells and attacks against you have a 5% chance of being completely negated.
Back to the talents ->LoreIt had to be somewhere, y'know?
Well, as far as the lore goes, I imagine that this class could rise out of some sort of interaction within Moonglade involving the Earthen Ring. The Shamans teach a core group of Druids the way of their elements. These Druids forget their nature magic and focus more on the elements while they maintain their mindset of nature preservation...? I'm not so great with these.
Back to the top ->
Post by tarthur1
Who are you people and where did you come from?
(though this wouldn't be likely, Shamans and Mages both fill these rolls pretty well. If there's ever going to be a new class, it's going to come out of left field entirely and no one will foresee it.)
I still want a combat medic.
Or any sort of non-magical healer, really.
Now just get me some bandages and give me that steril
Surgeon's Needle.
Heals?
Post by Atik
Who are you people and where did you come from?
(though this wouldn't be likely, Shamans and Mages both fill these rolls pretty well. If there's ever going to be a new class, it's going to come out of left field entirely and no one will foresee it.)
I still want a combat medic.
Or any sort of non-magical healer, really.
Now just get me some bandages and give me that steril
Surgeon's Needle.
Honestly, that tends to be the problem with coming up with a docter class; there would be too much overlap with the First Aid and/or Alchemy professions.
Granted, in a similiar vein, the thought of expanding First Aid and Alchemy so effectively anyone can use them to backup heal is pretty cool.