Stronghold support ele, designed for NPC escorting, base defending, and hero channeling. Work in progress.
Staff Fire Attunement
Armor of Earth
Conjure Fiery Greatsword
Reflect projectiles with magnetic energy.
Magnetic Aura (5s): Reflect projectiles with magnetic energy.
Create unsteady ground that foes cannot cross.
Duration: 3 seconds Range: 1,200
over Signet of Restoration 1 25
Signet of Restoration
Grants health every time you cast a spell.Signet Active:
Healing: 3,275 Healing Per Cast: 202
- if yor healing skill gets interrupted too often. Ether Renewal 3½ 18
Gain toughness while attuned to earth.
Attribute Adjust: 150
Gain Armor of Earth whenever your health drops below the threshold.
Health Threshold: 50%
Bleeds you apply last longer; deal more damage to bleeding foes.
Damage Increase: 5% Duration Increase: 20%
Gain protection when applying an aura to yourself or an ally.
Protection (3s): -33% Incoming Damage
Strength of Stone
Gain condition damage based on your toughness.
Gain Condition Damage Based on a Percentage of Toughness: 10%
You take less damage from foes within close range.
Damage Reduced: 10% Range Threshold: 360
Conditions cannot be applied to you when your health is above the threshold.
Health Threshold: 90%
Written in Stone
Maintain the passive effects of signets when you activate them. Reduce recharge of signets.
Recharge Reduced: 20%
You cannot be critically hit while attuned to earth.
Stone Heart: You cannot be critically hit while attuned to earth.
You and nearby allies regenerate health while you are attuned to water. Radius 300
Gain regeneration and frost aura for 4 seconds when critically hit
While attuned to water, your spells deal 20% more damage to vulnerable foes. Vulnerability lasts 33% longer
Stop, Drop, and Roll
Dodge-rolling removes burning and chilled from you and nearby allies
Heal nearby allies when attuning to water
Cantrips grant you regeneration and vigor for 6 seconds. Cantrips have 20% reduced recharge
Remove a condition from you and allies when attuning to water
Deal 10% extra damage when your health is above 90%. All water weapon skills have their recharge reduced by 33%
Healing done to allies is increased by 15%
Remove a condition when granting regeneration to yourself or an ally
When you apply an aura to yourself, grant that aura to all nearby allies as well
The healing effect of soothing mist is increased by 200%
Gain 2 seconds of Fury when you switch attunements
Skills have a chance to apply a condition, based on your current attunement, on critical hits
Gain vigor when you deliver a critical hit. This effect has a 5 second internal cooldown
Take less damage from falling. Create a spell when you take falling damage, based on your attunement
When attuning to an element, you and nearby allies gain a boon
You have increased 10% revive speed. When you revive an ally, you and the revived ally gain an aura based on your attunement.
Gain a boon when you are struck, based on your current attunement
Create an arcane shield when you are struck while your health is below the threshold
Boon duration is increased by 10% and attunements recharge 15% faster.
Create an attunement-based spell at the end of your dodge roll. Cleansing Wave (Evasive Arcana): This ability has been unsplit between PvE and PvP and now maintains the full healing power effectiveness in all game modes.
Based on your current attunement, arcane skills inflict a condition on foes that they hit. Gain 150 more ferocity for 15 seconds when you use an arcane skill. Arcane abilities recharge 20% faster
Deal 2% more damage for each boon on you
9 Superior Sigil of Renewal
Heal Nearby Allies on Weapon Swap (360 radius). (Cooldown: 9s)
9 Superior Sigil of Energy
Gain 50% of your endurance when you swap to this weapon while in combat. (Cooldown: 9s)
Superior Rune of the Monk
(1): +25 Healing Power (2): +5% Boon Duration (3): +50 Healing Power (4): +10% Boon Duration (5): +100 Healing Power (6): +10% outgoing heal effectiveness to allies, +1% outgoing heal effectiveness for 3 seconds whenever granting a boon to an ally (max 10)
+900 Power +900 Toughness +1200 Healing Power
- High Chill uptime, as chill affects Attunement cooldowns, messing up the Elementalist's rotation.