Post by Spookypatrol [Delia] on Jun 23, 2015 14:02:36 GMT -5
Welcome, Sorcerers! Wishing to specialize as an Elementalist? Purchase a skill below and you will be locked into your new Elementalist class!
This shop is a work in progress. Please check back soon.
Spell:
Typhoon: The elementalist summons a massive rainstorm, dealing 70% dmg every round over 3 rounds to one target enemy and one random enemy. This skill must pass accuracy for every round it is active. Accuracy is rolled on the first turn of the round for subsequent rounds, regardless of whether or not the elementalist participates in the subsequent rounds. Enemies actively affected by the Typhoon have a 20% higher chance of being hit by any electric-based attacks. Enemies stuck in the typhoon are Soaked at the end of the first round. Enemies affected by the typhoon for 2 Rounds or more are Drenched at the end of the round. Both the Soak and Drench last for 2 rounds, and refresh whenever they are hit by the Typhoon.
This spell counts as both a water and wind attack for the sake of element charge.
9 round cooldown.
Rupee Cost: 300
Spell:
Solar Burn: The elementalist calls upon the power of a miniature star, dealing 70% light damage and 70% fire damage simultaneously for a total of 140% damage to a single target. (For the sake of weakness and resistance, these damage types are calculated separately.) In addition, this skill has a 25% chance to Blind for 1 round, and the target struck automatically becomes Illuminated for 2 rounds.
6 round cooldown.
Rupee Cost: 300
Spell:
Hailstorm: The elementalist summons a deadly hailstorm, dealing 1x damage as ice damage to a single target, and 0.7x damage to two adjacent targets. Each hit must pass individual accuracy. Each target struck has a 50% chance to be inflicted with Frostbite, and a 25% chance to be Slowed for 2 Rounds. If this attack crits, the Slow is increased to two stacks.
8 round cooldown.
Rupee Cost: 350
Skill:
Magnetic Field: The elementalist creates a field that spans the entire arena, lasting 3 rounds. While this field is active, all allies cannot be disarmed. In addition, any enemy that has metal on them cannot become airborne. Any enemy that was airborne that has metal on their person is instantly grounded. Any enemy grounded in this way is instantly Rooted for 2 rounds. In addition, while this field is active, all electrical attacks deal 20% bonus damage and have 10% extra accuracy.
7 round cooldown after the field expires.
Rupee Cost: 350
Spell:
Immolation Strike: The sorcerer deals an infernal blow that strikes an enemy for a massive 1.6x fire damage, plus a 40% chance to singe for 2 rounds. If this attack strikes an enemy that is already singed, they are charred instead for 2 rounds. If used on an enemy that is already charred, they are additionally made vulnerable for 2 rounds.
6 round cooldown.
Rupee Cost: 400
Spell:
Elemental Charge: If the elementalist performs two spells in a row that share at least one element, they are granted a bonus effect based on the element on their next spell:
Fire: Their next spell has 25% increased damage and 15% increased DoT trigger chance.
Ice: Their next spell has 30% increased cc trigger chance, and the elementalist is granted 20% bonus mitigation for 1 Round.
Water: Their next attack or spell heals the elementalist for 50% of the damage dealt, up to 10% of maximum hp.
Electric: Their next spell reduces the cooldown on all spells currently on cooldown by 1, including the one just cast.
Wind: Their next spell grants 15% bonus evasion and accuracy.
Other: Their next spell has a 20% bonus chance to crit.
This effect is passive and may be triggered by items with elemental effects. The third spell cast does not need to be of the same element as the previous two in order to gain the bonuses.
Rupee Cost: 400
Spell:
Blazing Glacier: This unique spell deals standard Fire or Ice damage depending on which the enemy is weak to. If this attack deals Fire damage, it has a 70% additional chance to burn. If it deals Ice damage, it has a 70% additional chance to cause frostbite. If the enemy is weak to both, it deals both damage simultaneously and combines the weakness modifiers, and has a 40% chance to burn and 40% chance to frostbite.
Alternatively, this attack can be used to perform two separate strikes in one turn, each having to pass its own accuracy and dealing only 60% damage. The first strike deals Fire damage with a 30% chance to burn. The second strike deals Ice damage with a 30% chance to inflict frostbite.
5 round cooldown regardless of how this spell is used.
Rupee Cost: 450
Spell:
Overcharge: The elementalist calls forth the power of lightning to electrocute their enemies, dealing 0.6 damage to three random enemies and causing them to become staticked for 2 Rounds. Each hit must pass individual accuracy. If this attack crits, they are shocked instead for the same duration.
Additionally, the elementalist becomes overcharged by the influx of energy, causing the elementalist's next spell to deal 30% bonus damage, even if the attack misses.
7 round cooldown.
Rupee Cost: 450
Spell:
COMING SOON
Rupee Cost: 500
Spell:
COMING SOON
Rupee Cost: 500
Spell:
COMING SOON
Rupee Cost: 550
Spell:
COMING SOON
Rupee Cost: 550
COMING SOON
NOTE: Once you choose a class specialization, you may NOT purchase skills from other specializations!
This shop is a work in progress. Please check back soon.
Tier 3: Levels 20-24
Spell:
Typhoon: The elementalist summons a massive rainstorm, dealing 70% dmg every round over 3 rounds to one target enemy and one random enemy. This skill must pass accuracy for every round it is active. Accuracy is rolled on the first turn of the round for subsequent rounds, regardless of whether or not the elementalist participates in the subsequent rounds. Enemies actively affected by the Typhoon have a 20% higher chance of being hit by any electric-based attacks. Enemies stuck in the typhoon are Soaked at the end of the first round. Enemies affected by the typhoon for 2 Rounds or more are Drenched at the end of the round. Both the Soak and Drench last for 2 rounds, and refresh whenever they are hit by the Typhoon.
This spell counts as both a water and wind attack for the sake of element charge.
9 round cooldown.
Rupee Cost: 300
Spell:
Solar Burn: The elementalist calls upon the power of a miniature star, dealing 70% light damage and 70% fire damage simultaneously for a total of 140% damage to a single target. (For the sake of weakness and resistance, these damage types are calculated separately.) In addition, this skill has a 25% chance to Blind for 1 round, and the target struck automatically becomes Illuminated for 2 rounds.
6 round cooldown.
Rupee Cost: 300
Tier 3.5: Levels 25-29
Spell:
Hailstorm: The elementalist summons a deadly hailstorm, dealing 1x damage as ice damage to a single target, and 0.7x damage to two adjacent targets. Each hit must pass individual accuracy. Each target struck has a 50% chance to be inflicted with Frostbite, and a 25% chance to be Slowed for 2 Rounds. If this attack crits, the Slow is increased to two stacks.
8 round cooldown.
Rupee Cost: 350
Skill:
Magnetic Field: The elementalist creates a field that spans the entire arena, lasting 3 rounds. While this field is active, all allies cannot be disarmed. In addition, any enemy that has metal on them cannot become airborne. Any enemy that was airborne that has metal on their person is instantly grounded. Any enemy grounded in this way is instantly Rooted for 2 rounds. In addition, while this field is active, all electrical attacks deal 20% bonus damage and have 10% extra accuracy.
7 round cooldown after the field expires.
Rupee Cost: 350
Tier 4: Levels 30-34
Spell:
Immolation Strike: The sorcerer deals an infernal blow that strikes an enemy for a massive 1.6x fire damage, plus a 40% chance to singe for 2 rounds. If this attack strikes an enemy that is already singed, they are charred instead for 2 rounds. If used on an enemy that is already charred, they are additionally made vulnerable for 2 rounds.
6 round cooldown.
Rupee Cost: 400
Spell:
Elemental Charge: If the elementalist performs two spells in a row that share at least one element, they are granted a bonus effect based on the element on their next spell:
Fire: Their next spell has 25% increased damage and 15% increased DoT trigger chance.
Ice: Their next spell has 30% increased cc trigger chance, and the elementalist is granted 20% bonus mitigation for 1 Round.
Water: Their next attack or spell heals the elementalist for 50% of the damage dealt, up to 10% of maximum hp.
Electric: Their next spell reduces the cooldown on all spells currently on cooldown by 1, including the one just cast.
Wind: Their next spell grants 15% bonus evasion and accuracy.
Other: Their next spell has a 20% bonus chance to crit.
This effect is passive and may be triggered by items with elemental effects. The third spell cast does not need to be of the same element as the previous two in order to gain the bonuses.
Rupee Cost: 400
Tier 4.5: Levels 35-39
Spell:
Blazing Glacier: This unique spell deals standard Fire or Ice damage depending on which the enemy is weak to. If this attack deals Fire damage, it has a 70% additional chance to burn. If it deals Ice damage, it has a 70% additional chance to cause frostbite. If the enemy is weak to both, it deals both damage simultaneously and combines the weakness modifiers, and has a 40% chance to burn and 40% chance to frostbite.
Alternatively, this attack can be used to perform two separate strikes in one turn, each having to pass its own accuracy and dealing only 60% damage. The first strike deals Fire damage with a 30% chance to burn. The second strike deals Ice damage with a 30% chance to inflict frostbite.
5 round cooldown regardless of how this spell is used.
Rupee Cost: 450
Spell:
Overcharge: The elementalist calls forth the power of lightning to electrocute their enemies, dealing 0.6 damage to three random enemies and causing them to become staticked for 2 Rounds. Each hit must pass individual accuracy. If this attack crits, they are shocked instead for the same duration.
Additionally, the elementalist becomes overcharged by the influx of energy, causing the elementalist's next spell to deal 30% bonus damage, even if the attack misses.
7 round cooldown.
Rupee Cost: 450
Tier 5: Levels 40-44
Spell:
COMING SOON
Rupee Cost: 500
Spell:
COMING SOON
Rupee Cost: 500
Tier 5.5: Levels 45-49
Spell:
COMING SOON
Rupee Cost: 550
Spell:
COMING SOON
Rupee Cost: 550
Class Mastery: Level 50
COMING SOON