Mostly just transitioning from clunky to smoother mechanics for some skills while adding some anti-meta utility for PvP. Elementalist staff is one of the most balanced weapon sets in the entire game, and I don't really want to mess with that. That said, the nerf to Lava Font and Meteor Shower was utter trash, and it's worth reverting it to some degree.
[Lava Font] (2)
* Damage increased by approximately 33% (modifier increase from 0.525 to 0.7).
Stop pretending that the zerk meta is or has ever been bad for the game. Moreover, your “pls buy our expac” specs will survive. A 33% increase per tick to this skill's current damage level would still be 12.5% below what it was prior to its damage nerf.
[Flame Burst] (3)
Activation: ½s / Recharge: 10s
Burn foes at the target location. After a delay, the target location explodes, damaging foes. This explosion deals bonus damage to foes per stack of burning on them.
This skill is now a ground-targeted ability.
[Burning Retreat] (4)
Quickly roll backward, leaving behind a line of fire that burns foes.
Massive buff to the fire line damage (would be on par with Fireball) which is off-set by a lower duration. The ammo feature adds further flexibility to its PvP usage (not just as increased mobility, but also as a field hazard) and turns it into a strong PvE DPS staple.
[Meteor Shower] (5)
[Ice Spike] (2)
Activation: ¾s / Recharge: 5s
Launch a huge ice spike that shatters on impact.
Now behaves identically to Warrior [Arcing Shot].
Projectile model uses the current model asset which plays during this skill's current “delay” animation. Perhaps re-tool (rotate; adjust speed, etc) the delay model's "creation" animation for the skill's activation portion as well.
[Frozen Ground] (4)
Foes at the target area initially lose defensive boons. Target area inflicts chill and damages downed foes at every interval.
The “Downed Health” damage is equivalent to 7% of a respective downed player's total HP, and it is applied simultaneously with the chill effect.
Activation: 1s / Recharge: 20s
Release an air burst that knocks foes backward. If you fully channel this skill and release it, you instead whirl forward, knocking back foes along your path.
This skill's minimal channel time will be ¼s (same as its current cast-time). If a player were to simply press and release the skill button immediately, this skill would execute immediately after it hit the minimal channel time threshold, resulting in the current iteration of the skill. The listed “activation time” in the tool-tip denotes the “full channel” which is required for the player to perform the whirl attack. The channel can be maintained at full charge, allowing a player to charge up the whirl, hold down the button and then deploy it later upon releasing the button.
The whirl attack's movement behavior and travel distance are respectively identical to the Fiery Greatsword skill [Fiery Whirl].
[Windborne Speed] (4)
Swing your staff, launching a stone at your target and striking foes in melee. Stone impacts weaken foes. Staff strikes cause endurance loss to weakened foes.
Projectile behavior needs a rework: something more reliable like Warrior longbow attacks.
The stone can only strike 1 target; it does not pierce. The melee staff attack can hit up to 3 targets (including the stone target if the player attacks a selected target while in melee range).
Activation: 1s / Recharge: 8s
Shake the ground, crippling foes, then damage foes with a pair of eruptions.
This skill generates two simultaneous AoEs: the initial, 240-radius “shake” effect as well as the 180-radius, 2-second duration AoE which inflicts the two, respective eruption damage ticks at the end of each second of its duration. These two AoEs are layered over each other (the 180 radius directly at the center of the 240 radius).
This skill uses a 240-radius AoE for its ground-targeted reticle.
Only the second eruption strike counts as the Blast Finisher.
[Magnetic Aura] (3a)
[Transmute Earth] (3b)
Activation: ½s / Recharge: 10s
Detonate your magnetic aura and knock back adjacent foes. Grant barrier to adjacent allies.
[Unsteady Ground] (4)
Activation: ¾s / Recharge: 25s
Slam the ground with your staff and create a cascading shockwave. All impacts immobilize foes. The middle impact also inflicts weakness and removes defensive boons from foes. The closest impact inflicts all prior effects and also blinds and dazes foes.
Hitbox, attack animation and skill usage now equivalent to Revenant [Coalesence of Ruin]. Use the Elementalist [Ring of Earth] model asset for each impact animation.