Adapting your skills for under water combat in a new [Guide:] thread might seem like retelling information already posted on the forum, but the BWE3 has introduced this little icon , which makes taking a second look at your skill bar worth it, as it tells us which skills are not available under water - and that are quite a few.
Here is the link to all the Drowned & Trident skills of the Elementalist, which will replace your weapon skills #1 to #5 anyway, so we won't take a closer look at them. Please follow the link to the latest revision of skills for the Trident weapon.
What we will be looking at now, are the general slot skills, the healing slot and the elite skills, which can all be found on the right side of your health globe. The upcoming skills are not available to you under water.
1. Where is my heal!
A little surprise is the fact, that "Ether Renewal" is not available under water (making this heal even worse compared to the others, but that's another topic), limiting the three self heal skills you can use. So if you happen to take "Ether Renewal" as your healing skill below the surface, you are trapped there without any means of regenerating in combat.
2. No Conjures, when it's wet!
Those are pretty obvious to be not working under water, as they change the weapon slots, which are fixed to the aquatic Trident weapon.
3. Where are my Glyphs?
You can not summon an Elemental ally (whether normal or elite and they die, when you enter the water) and the lack of Glyph of Storms takes away an ability to create a massive field of elemental damage, probably due to the ground targeted use on a flat surface. It would just not work in the 3D environment of under water combat.
4. And this is your Elite
Whirlpool is the only profession Elite that is working under water.
If you know that you have to do adventuring for e.g. a Heart Quest or an DE (perhaps even a late game dungeon we don't know about?), prepare another set of skills. Change your skill bar, which is possible now (unlike the BWEs) and face the perils of the sea.
The Arcane skills are now all available and most of the Cantrip skills are working. People running Signet builds do not have to switch out anything compared to fighting on land.
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28-07-2012, 19:45 #1
Adapting your Elementalist for underwater combat
29-07-2012, 09:45 #2
Of course, as you lose some skills on your utility bar, some traits become less effective and you might want to reconsider using them in long lasting under water adventures. The traits are:
- Burning Fire - 2 out of the 4 skills affected are not available.
- Conjurer - As no conjure skills at all are available.
- Persisting Flames - You have only one skill that can create a fire field (Fire #2).
- Powerful Aura - As you can not create any auras under water due to the lack of the right weapon.
- Arcane Lightning - 2 out of the 4 skills affected are not available.
- Grounded - There are very few skills under water, both from you and other profession that deal stun and the knock down effect is not accessible under water.
- Quick Glyphs & Inscriptions - As you Glyph skills are limited.
- Zephyr's Boon - There are no aura skills available under water.
- Zephyr's Focus - There are no channeling skills available under water.
- Elemental Shielding - There are no aura skills available under water.
- Obsidian Focus - There are no channeling skills available under water.
- Arcane Mastery - 2 out of the 4 skills affected are not available.
- Blasting Staff - No staff weapon available.
- Evasive Arcana - No data available, if those surface skills will trigger under water.
- Vigorous Scepter - No Scepter weapon available.
- Windborne Dagger - No Dagger weapon available.
With 18 out of a total of 60 Major traits directly affected by going into the water, this is a large chunk of them. As you can not refund trait points without a cost in coin, this is a factor to consider. The most affected are builds centred around auras and channeling skills, which can not transfer to an under water environment.
02-01-2013, 16:39 #3
Drowned skills - under water
Drowning General Water Fist - Throw a punch of concentrated water
Drowning General Stone Kick 6 Wrap your foot in stone and kick a foe
Drowning General Steam Vent 15 Float to the surface on a burst of steam, Blinding and Burning enemies.
Drowning General Bandage 5 Call your allies for help. Restores health while you channel it. Interrupted by damage. Condition/Effects:
Two Handed (long range aquatic weapon, fixed skill set)
Trident Fire Magma Orb - Shoot a blob of molten rock that explodes after a delay.
1,200 - 120
Trident Fire Boil 10 Boil the water around your foe.
1,200 - 4 sec - 240
Combo: Fire Field
Trident Fire Steam 25 Blind your foe with superheated water.
1,200 - Condition/Effects: 5 sec
Trident Fire Lava Chains 30 Cripple multiple foes with lava chains.
1,200 - Condition/Effects: 5 sec
Trident Fire Heat Wave 40 Launch three waves of heat that each burn foes and grant vigor to allies.
1,200 - Condition/Effects: 5 sec 3 sec
Trident Water Water Missle - Launch a slow-moving homing missile.
Trident Water Ice Globe →
Ice Globe Detonate
10 Shoot a slow-moving, detonatable orb of ice.
→ Detonate your Ice Globe for damage.
1,200 - 240
Trident Water Ice Wall →
Ice Wall Detonate
20 Create a wall of ice that you can shatter.
→ Detonate your Ice Wall to damage foes. Chilling enemies near its location.
10 sec - 320 - - Condition/Effects: 2 sec
Combo: Blast Finisher
Trident Water Under Current 25 Release a current of water to damage (& sink) enemies and give regeneration to allies.
Condition/Effects: 5 sec 2 sec
Trident Water Tidal Wave 25 Charge forward with tidal force, damaging foes and healing allies.
1,200 - 240 - - Condition/Effects:
Combo: Leap Finisher
Trident Air Forked Lightning - Fire three bolts of lightning in an arc in front of you.
Trident Air Electrocute 5 Charge the water around your foe with electricity.
1,200 - 240
Trident Air Air Pocket
12 Release a slow-moving, detonatable, air pocket. When it explodes, you teleport to that location. → Vacuum
Trident Air Air Bubble 35 Trap your foe in an air bubble and make them float to the surface.
1,200 - Condition/Effects: 2 sec
Trident Air Lightning Cage 35 Summon an electrical field that stuns foes crossing it.
900 - 5 sec - 240 - Condition/Effects: 1 sec
Trident Earth Rock Blade - Shoot three rocky blades at your foe.
1,200 - Condition/Effects: 1st/1 sec (per blade)
Combo: Projectile Finisher
Trident Earth Rock Spray 12 Spray a cone of gravel to bleed foes.
400 - Condition/Effects: 2 to 3 st/10sec
Trident Earth Magnetic Current 18 Pulls you to your foe and immobilizes them.
600 - Condition/Effects: 2 sec
Trident Earth Rock Anchor 35 Anchor a rock to your foe, making them sink.
1,200 - Condition/Effects: 2 sec
Trident Earth Murky Water 45 Cloud the water to blind your target and nearby foes.
1,200 - 120 - 6 sec - Condition/Effects: 1 sec
Combo: Smoke Field
02-01-2013, 16:51 #4
Self induced Combo possibilities using - Trident
Please note that the combo possibilities are only added to the table if the available skills come from the selected weapon. Skills with combo potential from the utility/slot skill bar are not listed.
Boil Physical Projectile Rock Blade Adds burning to attack Fire
Boil Leap Finisher Tidal Wave Adds Fire Armor Fire
Boil Blast Finisher Detonate (Ice Wall) Area Might (x3, 20s) Smoke
Murky Water Physical Projectile Rock Blade Blindness Smoke
Murky Water Leap Finisher Tidal Wave Stealth (3s) Smoke
Murky Water Blast Finisher Detonate (Ice Wall) Area Stealth Lightning
Lightning Cage Physical Projectile Rock Blade Vulnerability Lightning
Lightning Cage Leap Finisher Tidal Wave Dazing Strike Lightning
Lightning Cage Blast Finisher Detonate (Ice Wall) Area Swiftness