New Functionality

 

In addition to doublecast skills, we are also allowing some Elementalist elites to have functionality usually covered by other professions. Because these skills are elite, we feel it’s OK to blur the role of the Elementalist a bit, as long as this functionality meshes with how the Elementalist normally plays.

reduced cost to 5 Energy; changed functionality to: “For 10…45 seconds, you take 33% less damage from foes under the effect of Water Magic hexes. Whenever you cast an elemental spell, all non-spirit allies in earshot are healed for 50…250% of the Energy cost of the spell.”

split for PvP; reduced cost to 5 Energy; changed functionality to: “For 10…45 seconds, you take 33% less damage from foes under the effect of Water Magic hexes. Whenever you cast an elemental spell, all non-spirit allies in earshot are healed for 50…250% of the Energy cost of the spell. This spell does not heal allies above 80% Health.”

reduced recharge to 8 seconds; reduced damage to 10…50; added 25% armor penetration; changed functionality to: “Create a massive shockwave at target foe’s location. Deals 10…50 lightning damage to target and all adjacent foes. Struck foes are interrupted and suffer from Cracked Armor and Weakness for 5…20 seconds. This spell has 25% armor penetration.” 

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