User:Armond/Ele
Invoke Starfish: An Elementalist's Handbook[edit]
"I worship four different gods with four different specialities. Yeah, I can do that... and that... and that too." So you've chosen to pick up the Elementalist? You'll find it's a profession based almost entirely on versatility. No matter the situation, you'll have an answer ready - the trick is knowing which answers to use for which situations.
Why play an Elementalist?[edit]
With over half a dozen professions available to play, each one needs to bring something unique to the table, both in terms of mechanics and playstyle, to be interesting enough for you to want to roll one and to want to roll with one. Fortunately, the elementalist has a number of interesting points to consider:
Bringing the pain: Elementalists have a number of powerful damage-dealing skills, to the point where it can sometimes be hard
Party player:
Mixing it up:
Properties and role[edit]
Survivability: No shields and nothing resembling armor makes you squishy by default. Fortunately, you get a lot of defensive skills to choose from, especially from the Earth line.
Damage[edit]
Burst damage: How much damage you can pull out at once. Taking down a single target while it's vulnerable is immensely important; fortunately, you're not bad at it.
Inflicted effects: How well can you control your enemies without dropping your damage?
Pressure: Outside of your burst damage, how well do you deal damage? How good is your 1 skill? The answer: pretty good.
Targetting capacity: How often you can actually reach your target to attack it. Staff elementalists are the best at this; dagger and scepter elementalists trail behind a bit. Scepters have shorter range than staffs, and daggers use melee-range skills but make up for it with superior mobility skills. Better yet, no elementalist gives up their damage output to make sure they're in position.
Support[edit]
Debuff removal:
Defensive buffing:
Offensive buffing:
Healing:
Control[edit]
Caster punishment:
Denial:
Melee punishment: