Elementalists are mages who specialize in manipulating and controlling the raw energies of the planes. Through fierce discipline and strict study, these mages dedicate themselves to commanding the harshest and most chaotic forces known to exist.
Elementalists are recognized by their emaciated bodies and physical frailty, as they commit every ounce of energy toward strengthening their mental abilities. Their planar powers are typically channeled through enchanted staves of lightweight wood or steel, and they wear only the flimsiest of cloth vestments for protection.
The will of an Elementalist is so powerful that it allows the mage to manifest the elements and bind them to physical form, ripping them from the planes and using them as allies in battle. Each elemental has its own strengths and weaknesses, making the Elementalist a flexible and potent force on the field of battle.
Their greatest strength is also their greatest weakness, for an Elementalist without their summoned minions is just a frail scholar with minor magic at their disposal.
The Elementalist is a damage dealer with a bit of everything. The focal point about them are the different elementals they can summon, allowing them to adapt according to the situation.
It was in this age that pioneering mages of the High Elves began to study and exploit weaknesses in the elemental forces, harnessing and redirecting them against the invading forces. This dangerous art had dire consequences, since a loss of concentration by an Elementalist could end in immediate and painful death. Despite these risks, the Elementalists were effective at turning the tide of the war: Their art kept them far away from the battlefield, and their minions inflicted heavy losses on the planar hosts invading Telara.
Today this arcane art still flourishes across Telara and it remains as important as ever. Those mages who demonstrate an impressive force of will and an affinity for the natural order often make accomplished Elementalists. Those mages who do not share these talents and begin summoning the elements typically don’t survive very long.
|Velocity||Decreases the cast time of your Crystalline Missiles spell by 0.1/0.2/0.3/0.4/0.5 seconds.|
|Biting Cold||Increases the caster’s spell critical hit chance by 1/2/3/4/5%.|
|Charged||Increases the damage and critical strike chance of your Lightning Strike spell by 5/10%|
|Elemental Link||Reduces all damage you take by 2/4/6/8/10%.
Increases your Air and Fire Elementals’ damage by 2/4/6/8/10%.
Reduces damage done to your Earth Elemental by 2/4/6/8/10%.
|Ice Shield||Freezes the Air around the caster to form a shield, absorbing 157 damage. Lasts 30 seconds|
|Tempest||Increases the critical hit damage bonus of your spells by 10/20/30/40/50%.|
|Exposure||Curses the target, increasing all Fire, Water, Earth and Air damage taken by 5% for the next 30 seconds.|
|Improved Exposure||Increases the Elemental damage bonus of your Exposure spell by 1/2/3/4/5%.
Requires Exposure Rank 1
|Weathered||Increases the health of your Elements by 10/20/30/40/50%.|
|Improved Quicken Elements||Increases the amount your Quicken Elements spell heals for by 10/20%.|
|Sacrifice||Sacrifices the Mage’s summoned elemental to heal the caster for 25% of their maximum health.|
|Force of Nature||Increases the damage dealt by your Elements by 10/20/30/40/50%.
Requires Weathered Rank 5
|Greater Element Affinity||Grants you the ability to summon Greater Air and Earth Elementals.|
|Fiery Assault||Channels a cone of flame in front of the Mage, causing 309 to 315 Fire damage to all enemies in the cone over 6 seconds. Consumes Charge while being channeled.|
|Planar Expansion||Increases your Air and Fire Elementals’ damage by 10%.
Increases your Water Elemental’s Ice Bolt Snare effect by 20%.
Increases the spell power buff from your Air Elemental’s Electricity by 5%.
Gives your Earth Elemental’s Thud a 20% chance to reduce damage dealt to the Elemental by 20% for 5 seconds.
Requires Force of Nature Rank 5
|Synergize||Creates a link between the Mage and their pet, granting the Mage 3 Charge each time their pet deals damage.|
|Intensify Elements||Strengthens the Mage’s summoned elemental, increasing the damage it deals by 100% and increasing your elemental damage by 50% for the next 15 seconds.|
|Crystalline Missiles||Launches a salvo of stone projectiles at the enemy, causing 41 to 44 Earth damage .|
|Dismiss Pet||Dismiss your pet.|
|Summon: Lesser Earth Elemental||Summons an Elemental from the plane of Earth, and renders it powerless against the Mage’s will. The maximum level of the summoned pet is 24. Only 1 pet may be active at a time .|
|Lightning Strike||Calls down a bolt of lightning to strike the enemy, causing 106 to 111 Air damage.|
|Stone Armor||Hardens the caster’s skin with the strength of Earth, increasing their armor value by 198 for 1 hour. Only 1 Armor may be active at a time.|
|Revitalize||Channels the power of the elements to refresh the Mage’s mental energies, returning 15% of their max mana per second. Consumes Charge while being channeled. Can only be used out of combat.|
|Ignite||Lights the target aflame, inflicting 11 Fire damage instantly and an additional 20 Fire damage over 10 seconds.|
|Encase||Crystals erupt from the ground, rooting the enemy in place for up to 12 seconds. Damage caused will break the effect. Encase can only affect 1 target at a time.|
|Summon: Lesser Air Elemental||Tears an Elemental from the plane of Air and renders it powerless against the Mage’s will. The maximum level of the summoned pet is 18. Only one pet may be active at a time.|
|Burning Ground||Ruptures the earth, causing lava to spew forth and burn all enemies within the affected area for 195 Fire damage over 8 seconds.|
|Quicken Elements||Channels the elements to heal the Mage’s summoned elemental for 5% of its health every second for 5 seconds.|
|Elemental Forces||Infuses the Mage with elemental forces, causing their spells to deal an additional 18 to 20 damage of a random element to the enemy. Consumes Charge while active. Charge cannot be gained while active.|
|Fast Summon||Reduces the cast time of the caster’s next elemental summon by 100%. This effect lasts 15 seconds. Does not trigger a global cooldown.|
|Icy Gale||A powerful gale emanates from the Mage, knocking back up to 3 enemies in front of them within 10 meters, and slowing the affected enemy’s movement by 70% for 6 seconds.|
|Summon: Greater Water Elemental||Tears a Water Elemental from the plane of Water rendering it powerless against the Mage’s will. The maximum level of the summoned pet is 32. Only 1 pet may be active at a time.|
|Channel Elements||Channels the power of the elements into the Mage, returning 10% of their max mana per second. This ability consumes Charge while being channeled.|
|Elemental Armor||Surrounds the caster with the elements, increasing their armor value by 435, their elemental damage by 15% and the amount of Charge their spells generate by 15% for 1 hour. Only 1 Armor may be active at a time.|
|Sever Bonds||Breaks the hold of effects that remove the Mage from battle. All Sleep, Stun, Mesmerize, Confuse, Polymorph, Banish, Root, and Snare effects are instantly removed from them and their pet.|
|Swarming Flames||Summons a swarm of 5 Fire Elementals to assist you for 20 seconds.|