moved intro section to new thread, text as of November 10th, 2011 kept for contingency reasons of discussions.
"Air is the source of all life. It is invisible, and yet it can destroy whole villages. Water, whether frozen or flowing, is life, and its currents run deep in us. The hunger of flames and their burning destruction demand respect. Fire immolates and clears the path for new growth. Earth is the foundation that supports all life. Stone fortifies us. Rock grounds us."
Preview profession guide: Elementalist (see also Gorani's alternative wiki page)
Version 1.5 (Made some text changes reflecting the current status quo)
The elementalist channels natural forces of destruction, making fire, air, earth, and water do her bidding. What the elementalist lacks in physical toughness, she makes up for in her ability to inflict massive damage in a single attack, dropping foes from a distance before they can become a threat. Yet, despite her incredible offensive potential, versatility is what makes the elementalist truly formidable.
Click on the spoiler tag for a preview of the Elementalist's armor screen and skill bar (from Gamescon demo August 2010)
Click on the spoiler tag for a preview of the Elementalist's armor screen and skill bar (from PAXeast demo March 2011)
Click on the spoiler tag for a preview of the Elementalist's armor screen and skill bar (from fan day demo June 2011)
Click on the spoiler tag for a preview of the Elementalist's traits screen (from PAXeast demo March 2011)
Attunements, the Elementalist's exclusive mechanic
Rather than swap weapons to adjust to new situations - the elementalist has only one weapon slot accessible during combat - the multi-faceted elementalist quickly adapts to new threats by attuning to different elements as needed. When the elementalist attunes to any of the four elements, she receives intrinsic bonuses that continually empower her. During character creation, elementalist characters must decide which of the four elements they prefer the most. This choice will reflect in the personal storyline of the character played.
The elementalist has four elemental attunements that they can tap into. These attunements are represented by four skills that are located on the bar above their normal skills. When an elementalist switches attunements, the first five skills on their bar will change. These five skills are based on the elementalist's attunement and their current weapon, so that a fire-attuned elementalist will have different skills when he wields a staff than when he wields a scepter or focus. In addition to changing the elementalist's skills, attunements also work like a normal skill and provide an ongoing effect.
With FIRE attunement, the elementalist can inflict scorching damage on multiple enemies by turning the ground to fire or raining down molten rock from the skies. Why kill just one enemy when you can burn them all? Just by attuning to fire, the elementalist automatically causes flame damage to any foe foolish enough to touch her.
==> While active, deals fire damage to anyone touching the caster and gives access to fire skills focusing on area of effect skills and burning foes.
When the elementalist attunes to AIR, she can harness wind and lightning to target specific foes with focused, high-damage attacks. Dazzling bolts of lightning rip from the elementalist's fingertips, and brilliant flashes of light blind her enemies. When an elementalist attunes to air, nearby enemies are continuously pelted with lightning strikes.
==> While active, strikes nearby foes with lightning bolts and gives access to air and lightning skills focusing on single-target high-damage skills or blinding foes.
WATER attunement forgoes the raw damage of air and fire, in favor of controlling an opponent's movement. By creating slippery ice or freezing foes solid, water attunement ensures that the battle is always fought on the elementalist's terms. Nearby allies receive continuous healing from an elementalist who is attuned to water.
==> While active, heals nearby allies and gives access to water skills focusing on slowing enemies' movement and healing allies.
In the most dangerous situations, the elementalist relies on the powerful defense of EARTH attunement. An earth elementalist uses the ground under her feet to defend herself and her allies, turning flesh to stone, destabilizing foes with seismic shocks, and destroying threats with volcanic eruptions. Earth attunement automatically confers magical protection to the elementalist.
==> While active, increases the caster's magical protection and gives access to earth skills focusing on defending allies and self.
When an Elementalist decides to change an attunement, the element enters a short phase of recharge. Like with skills, the player has to wait before he can change back to that attunement.
Elementalists have a number of special skill types:
- Glyphs—These arcane spells enhance or modify the natural power of the elementalist. She uses the Glyph of Elemental Power to increase the damage, range, and duration of her spells. Only elementalists have access to glyphs.
- Signets—Signets provide an ongoing benefit to the elementalist, but can also be activated for a greater effect. An elementalist equipped with the Signet of Earth has increased damage resistance, but activating the Signet sends out a wave of stone, stunning nearby enemies.
- Conjure Spells—The elementalist uses Conjure spells to summon useful items and potent weapons that she or other party members can use. For instance, she uses Conjure Flame to create a fiery rock to hurl at the enemy. Only elementalists have access to cojures.
- Area Spells—Using Area spells, the elementalist creates hazards and mayhem all over the field of battle. The elementalist fires lava arrows in a cone-shaped blast or creates walls of fire that scorch any enemies passing through.
- "Charge skills"—Using this type of skill the elementalist can either charge a spell to be more powerful (e.g. Churning Earth) or receive the benefit of the spell as long as the designated key is held down (e.g. Ether Renewal).
Trident (Two Handed) — Tridents are special aquatic weapons with a long range
Scepter (Main Hand) — casts various single and multiple target, medium range spells
Dagger (Main Hand) — emphasizes close range spells as well as self-defense
Staff (Two Handed) — Staves are slow casting long range weapons.
Dagger (Off Hand) — provides supportive spells in form of energy shields, healing geysers and defensive AoE effects.
Focus (Off Hand) — provides powerful close range abilities suitable for cross profession combinations
Before entering combat the elementalist has the choice to take action from the back line (using a Staff), move around and position himself on the battlefield (e.g. Scepter+Dagger or Scepter+Focus for a combination of midrange and short range skills) or be eye to eye with the enemy in the front line (Dagger+Focus). An Elementalist can not switch weapons during combat, as they have only one weapon slot. An Elementalist choses his effective range with his weapons and has to position himself according to that.
Back line ==> Staff ==> "Scepter + Dagger" ==> "Dagger + Dagger" or "Dagger + Focus" ==> "Dagger + Focus" ==> Front line