Difference between revisions of "Elementalist Skills"
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Elementalists "mask" traditional damage types behind elements: | Elementalists "mask" traditional damage types behind elements: | ||
* Air is what other guilds would show as 'gas' damage (like Thief [[Poison | * Air is what other guilds would show as 'gas' damage (like Thief [[Poison|capsules]]). | ||
* Water is 'asphyxiation' damage. | * Water is 'asphyxiation' damage. | ||
* Ether is 'magic' damage. | * Ether is 'magic' damage. |
Latest revision as of 21:04, 26 November 2016
Elementalists by far are the most unique of the existing guilds, in that one, their powers do not rely upon stats to do damage or affect their duration; two, their powers also have a skill requisite before you are allowed to cast them; three, ALL of their abilities has a chance to fail and do nothing but refund you half the sp you just spent, and four, they have racial restrictions unlike any of the other guilds. At level 14, upon choosing your "secondary specialization," you are given access to your synergy specialization which determines how you perform in endgame content.
Here is a diagram showing the synergies, found at your logon point:
FIRE / | \ Light | Magma / | \ / | \ / | \ Electricity | Diamond / | \ AIR-------opposes-------EARTH \ | / Ether | Iron \ | / \ | / \ | / Vapor | Ice \ | / WATER
Note that Electricity is closer to air than it is to fire: Thus, to choose electricity as your synergy, your primary specialization must be air. Gnomes cannot choose air as their primary specialization, thus they cannot choose the synergies of electricity or ether. Elementalists "mask" traditional damage types behind elements:
- Air is what other guilds would show as 'gas' damage (like Thief capsules).
- Water is 'asphyxiation' damage.
- Ether is 'magic' damage.
- Vapor is 'acid' damage.
- Ice is 'cold' damage.
- Earth is 'blunt' damage.
- Iron is 'cutting' damage.
- Diamond is 'thrusting' damage.
- Magma is 'missile' damage.
- Light is 'holy' damage.
- Time (not shown in scene, but will show up in "divine (living being)") is 'internal' damage.
Rites, by Guild Level:
All rites except align require the maximum trainable skill level for their level. At level 7 and beyond, the skill level required for all non-elementalism rites require you to have chosen the elemental school that they belong to, to use them at the lowest possible level. These rites will have (element) next to them to indicate the element you are required to be specialized in to use at the lowest possible level.
General: guild, gtitle, escore
- Align, Jolt
- Levitate, Divine
- Guide
- Reduce, Sanctify, Hex
- Strike, Detect, Slow
- Dilute, Concentrate
- Specialize, Mantle (earth), Conjure (air)
- Divine (earth), Inferno (fire), Channel (water)
- Shift (earth), Mirror (air)
- Focus, Epose
- Tempest (fire), Imbue (earth), Perserve (air)
- Conjure (air), Transmute (earth), Absorb (water)
- Planeswalk (air), Totem (water)
- Secondary, Blast (fire)
- Meld (earth), Distort (air)
- Purge (water)
- Conjure (air), Fury (fire)
- Permanent (earth)
- Envelop (water)
- Firestorm* (fire), Fissure* (earth), Planar* (air), Iceform* (water)
- Rites which are only available to specialists