User:MintyDemise/Minty Elite Specs/Invoker
“Weather away at the sway of the elements.
— Invoker
Elonian elementalists first developed the way of the Invoker after studious research into the history of the Djinn. By using arts similar to Djinn binding, elementalists are able to separate a portion of their elemental mastery to create a greater elemental construct, an Elemental Lord. Invokers proved advantageous for survival in sandy extremes allowing the elementalist to travel party-less with the support of their elemental lords. Rifles became the favored weapon among the first Invokers for their simplicity of operation, accuracy, and ease of transport in the lands of Elona. Invokers are valued for their potent survival strategies and ability to operate in solo endeavors, for where you find an Invoker their elemental companions are never far behind.
Invoker skills[edit]
Profession mechanic[edit]
Invokers are able too a summon an Elemental Lord by sacrificing one of their attunements. While an Elemenal Lord is active, the utilized element is no longer available for the elementalist to utilize, effectively locking them out of that element. Unlike the Elonian Djinn, while Elemental Lords can act independently they are not sapient; they are instead an extension of the elementalist's intents, thus they are only able to utilize stronger abilities based on the attacks of their summoner. These abilities are termed as Skill Syncs, an Elemental Lord will use these abilities as the elementalist activates the corresponding ability on their skill bar on the same target as their summoner. As an apex elemental being, they also create a permanent field around themselves corresponding with their element and pulse their element to foes around them.
Weapon skills[edit]
Invokers use rifles to harass enemies in combat from range, utilizing their projectiles to combo with their elemental summons.
# | Skill | Description | |||
---|---|---|---|---|---|
Fire Attunement | |||||
1 | Flame Shot | 1/2 | Shoot an exploding bullet into your target. | ||
2 | Bond of Flames | 3/4 | 4 | Shoot your target, dealing more damage if they are burning. | |
3 | Fiery Explsion | 3/4 | 6 | Shoot a spell into your target that explodes after a brief duration. | |
4 | Arcing Inferno | 1 1/4 | 15 | Shoot several arcing shots that rain down on the target area to damaging targets caught in the blasts. | |
5 | Flame Priming | 25 | Burn (6s) foes with your next 10 attacks. | ||
Water Attunement | |||||
1 | Frozen Impact | 3/4 | Shoot your target twice with icy bullets. | ||
2 | Tidal Pulse | 1/2 | 4 | Shoot a spell that causes two pulses of damaging waves in the target area. | |
3 | Healing Burst | 3/4 | 8 | Embed a spell into the ground beneath you that provides a quick burst of healing. | |
4 | Frore Wall | 1/4 | 12 | Shoot a spell that quickly create a wall that blocks projectiles. It damages enemies nearby if destroyed. | |
5 | Frigid Shards | 1/2 | 20 | Create magical shards around you that strikes enemies you attack. | |
Air Attunement | |||||
1 | Railgun | 3/4 | Shoot a powerful piercing bullet empowered by lightning through your target. | ||
2 | Glimmering Shot | 1/2 | 6 | Shoot a spell into your target that deals damage whenever they are struck by your attacks. | |
3 | Lightning Spheres | 1/4 | 8 | Summon spheres of lightning around you that strike close enemies. | |
4 | Gale Lock | 3/4 | 15 | Shoot a spell that entraps your foe, dazing (2s) and immobilizing (6s) them. | |
5 | Shockmines | 1 | 25 | Embed several mines into the target area that explodes when tracked upon dazing (1s) and damaging foes. | |
Earth Attunement | |||||
1 | Ebon Shot | 1/2 | Shoot a bullet infused with earthen power that inflicts vulnerability (5s) on your target. | ||
2 | Stone Snipe | 3/4 | 6 | Shoot a powerful sniping shot that deals more damage if your target is afflicted with conditions. | |
3 | Kinetic Strike | 1/4 | 8 | Shoot a spell into your target that slightly pushes them away interrupting their current action. | |
4 | Iron Mist | 1 | 20 | Shoot a spell that causes a mist of iron to appear at the target location inflicting damage and slow (1s) on enemies. | |
5 | Ashen Erosion | 1 | 30 | Shoot a spell that creates a storm of ash that blindes (2s) and applies vulnerability (6s) to enemies. |
Slot skills[edit]
Invokers have specialized survival skills that allows them to temporarily claim dominion in a small area inflicting debilitating effects to prevent the approach of their enemies to their allies. While establishing the domain, the Invoker summons a minor elemental to guard the area providing boons to allies.
Healing[edit]
Skill | Description | |||
---|---|---|---|---|
Domain of Restoration | 1/4 | 30 | Heal yourself and establish a domain that dazes (1s) enemies, create a minor arcane elemental that grants barrier to allies. |
Utility[edit]
Elite[edit]
Skill | Description | |||
---|---|---|---|---|
Domain of Confluences | 1/4 | 75 | Establishes a domain that damages, pulls in enemies, and then launches them outwards, create an arcane elemental that grants quickness (12s) to allies. |
List of Stardancer traits[edit]
- See also: List of elementalist traits
Tier | Name | Recharge | Description |
---|---|---|---|
Minor Proficiency | Rifle Proficiency | You can wield Rifles. | |
Minor Adept | Elemental Bond | Gain access to Elemental Lords and Invoker survival skills. | |
Major Adept | Resonating Synergies | 9 | Combo finishers grant you a random aura (5s). |
Major Adept | Power Conversion | After using a utility skill your next healing or barrier skill utilizes your power instead of your healing power. | |
Major Adept | Empowering Formation | While elementals are active gain power and ferocity. | |
Minor Master | Shifter's Protection | Swapping attunements grant regeneration (2s) and resistance (2s). | |
Major Master | Sudden Dominion | Survival skills become blast finishers and gain reduced recharge. | |
Major Master | Applied Ire | Interrupting actions inflicts burning (4s), bleeding (6s), confusion (6) and torment (8) on enemies. | |
Major Master | Arcane Authority | Elementals in range of your Elemental Lord are empowered to deal additional damage and have more powerful boons. | |
Minor Grandmaster | Empowered Combos | Combo finishers deal additional strikes of damage. | |
Major Grandmaster | Combo Confluence | Combo finishers in one attunement reduces the recharge of other attunements as well as their associated skills. | |
Major Grandmaster | Elemental Recursion | Summoned elemental gain a portion of your stats while you gain a portion of theirs. | |
Major Grandmaster | Lord's Discretion | Elemental Lords deal additional damage for each condition suffered by their targets, you gain a portion of this bonus. |
List of Invoker equipment[edit]
- Rife: Arcane Compact
- Runes: Superior Rune of the Invoker - Power(1,3,5), Healing Power(2,4), Concentration; Survival skills briefly grant a power bonus. (6)
Design Notes[edit]
TBD