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Archon Elite Specialization - Long Ranged Spellcaster


KinkyPotato.4219

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With the introduction of yet another melee-focused elite specialization in the form of the Catalyst, I wanted to brainstorm what a possible long range elite specialization could look like. I drew a lot of inspiration for this concept from Li-Ming in Heroes of the Storm who uses long range Arcane abilities from the Diablo franchise. That artillery mage playstyle has yet to be embodied in Guild Wars 2 and I feel like the Elementalist would be a perfect candidate for said playstyle as it is lacking a solid ranged elite specialization. I would love to hear what the community thinks about it. I didn’t include damage numbers as I obviously cannot balance and test what that would look like so bear with me 🙂

OVERVIEW

Archon is an elite specialization for the Elementalist that uses ward skills and adds a new arcane energy mechanic that allows them to become an Arcane Incarnate. It also allows the Elementalist to use a longbow.

LORE

Elementalists studying arcane have attracted the attention of an arcane djinn that promised unrivalled power in exchange for the transference of their own elemental knowledge. While its intentions were shrouded in mystery, their curiosity was greater and elementalists were bestowed access to wards and the longbow weapon. Their deal with the djinn allows them to accumulate arcane energy to become an Arcane Incarnate; a caster that bombards magic from a safe distance to vanquish and command.

PROS

  1. Superior range

  2. Strong area damage and support from afar

  3. Access to alacrity

  4. Traits synergize with a variety of ranged weapons – Longbow, Staff, and Scepter

CONS

  1. Relatively stationary

  2. Limited access to combo fields

  3. Can only utilize two elemental attunements

  4. Requires precise aiming

PROFESSION MECHANIC (F3) – ARCANE INCARNATE

Arcane Incarnate is the Archon’s profession mechanic, changing the player’s weapon skills while in the form. You may press the button again to leave the Arcane Incarnate form early.

ARCANE INCARNATE SKILLS

Unbridled Energy – Become stationary and channel a powerful beam, dealing damage to enemies per interval. The direction of the beam changes with your mouse cursor position and lasts until canceled. Modify the beam based on your current attunement per damage interval.

Damage interval: seconds

Pierces

Number of Targets: 5

Fire Attunement: Gain 1 stack of might for 3 seconds.

Water Attunement: Apply 1 stack of vulnerability for 3 seconds.

Air Attunement: Gain fury for 2 seconds.

Earth Attunement: Weaken foes for 1 second.

Range: 1500

Enigmatic Orb – Fire an orb that powers up as it travels, dealing damage to the first enemy hit. The amount of damage dealt is increased the further it travels. You may detonate the orb early. Recharge is reduced if you affect a target beyond the range threshold. The orb gains an initial benefit based on the attunement upon cast and an additional benefit based on the attunement upon reaching the target.

Activation time: ½ seconds

Recharge: 4 seconds

Range Threshold: 600

Recharge Time Reduced: 2 seconds

Number of Targets: 5

Radius: 240

Fire Attunement: Fire an additional orb; grows in size the further they travel.

Water Attunement: Heals allies; grant additional healing the further it travels.

Air Attunement: Gains speed; dazes foes.

Earth Attunement: Grant barrier to allies; grant additional barrier the further it travels.

Range: 1500

Energetic BarrageStore elemental missiles corresponding to your attunement whenever an Arcane Incarnate ability hits a target. Fire all stored missiles toward an area, each dealing damage to the first enemy hit. This ability may be used while channeling Unbridled Energy. Damage is reduced per target each time they are struck by this ability.

Activation time: ¾ seconds

Recharge: 1 second

Maximum number of missiles: 10

Number of Targets per missile: 1

Damage Reduction per hit: 5%

Radius: 240

Fire Attunement: Blinds

Water Attunement: Chills

Air Attunement: Weakens

Earth Attunement: Cripples

Range: 1500

Aether Traversal – Teleport a short distance instantly. This ability may be used while channeling Unbridled Energy. Gain auras based on your current attunement.

Recharge: 3 seconds

Fire Attunement: Gain fire aura for 3 seconds

Water Attunement: Gain frost aura for 1 second

Air Attunement: Gain shocking aura for 1 second

Earth Attunement: Gain magnetic aura for 1 second

Range: 300

Arcane Expulsion – Sever your connection to arcane, consuming all arcane energy to exit Arcane Incarnate and unleash a devastating attack that pushes foes away from you and deals damage. Damage is increased based on the amount of arcane energy consumed.

Activation time: ½ seconds

Number of Targets: 5

Radius: 360

Knockback Distance: 450

WEAPON SKILLS - LONGBOW

Fire Attunement

Scorch – Shoot an arrow that deals strike damage and erupts on the first enemy hit with a cone of fire, dealing additional damage to foes behind your initial target.

Damage modifier to foes behind initial target: 20%

Activation time: ¾ seconds

Number of initial targets: 1

Number of targets for cone: 5

Combo Finisher: Physical Projectile (20%)

Range: 1500

Incinerate – Shoot an arrow that pierces and attaches itself to the last target hit. After a 2 second delay, the arrow head explodes dealing strike damage and applying burning in a radius around the target.

Activation time: ¾ seconds

Recharge time: 4 seconds

Pierces

Radius of explosion: 240

2 Burning (3s)

Combo Finisher: Physical Projectile

Range: 1500

Conflagration – Charge up fire energy, shooting an unblockable piercing arrow that deals strike damage. Consume your burning stacks on enemies to deal additional strike damage and gain fire aura based on how many stacks were consumed.

Activation time: 1 second

Recharge time: 16 seconds

Fire aura: 2 seconds

Fire aura max duration: 5 seconds

Pierces

Unblockable

Combo Finisher: Physical Projectile

Range: 1500

Blazing Tornado – Fire an arrow that manifests into a blazing tornado, pulling enemies towards its location and burning enemies.

Activation time: ½ second

Recharge time: 25 seconds

Pull: 180

3 Burning (3s)

Number of impacts: 9

Number of targets: 5

Range: 1500

Rites of Flame Elevate yourself over a volcano, becoming stationary and gaining 5 Rites of Flame. Each Rite allows the firing of an arcing flame arrow that explodes on impact to deal strike damage, apply burning and grant might, fury, and alacrity to your allies. You may cancel the ability early and partially refund the recharge based on how many charges remain.

Activation time: ½ second

Recharge time: 30 seconds

Recharge reduction per charge remaining: 4s

Duration: 8s

Radius: 240

Number of Targets: 5

1 Burning (3s)

2 Might (10s)

Fury (5s)

Alacrity (2s)

Range: 1500

Water Attunement

Ebb and Flow Fire a stream of water towards your target, bouncing between allies and enemies. Enemies take damage while allies gain vigor.

Activation time: ¾ seconds

Number of initial targets: 1

Vigor (2s)

Radius: 240

Number of bounces: 3

Combo Finisher: Physical Projectile (20%)

Range: 1500

Ocean’s Kiss Charge up water energy, firing an arrow that deals strike damage and heals allies it touches.

Activation time: 1 second

Recharge time: 4 seconds

Number of Targets: 5

Combo Finisher: Physical Projectile

Range: 1500

Frost Shot – Leap backwards and fire a frost shot at the ground in front of you, applying chill to foes in the area. Gain Frost Aura.

Recharge: 15 seconds

Number of targets: 5

Evade: 1 second

Distance: 400

Radius: 240

Combo Field: Frost

Chill (3s)

Frost Aura (5s)

Bubble Foam – Fire a bubble that floats the first target hit. Upon contact, the bubble bursts into smaller bubbles that float enemies for a shorter duration.

Activation time: ½ second

Recharge time: 25 seconds

Initial Float: 2s

Number of small bubbles: 3

Small bubble radius: 180

Number of targets per bubble: 1

Float: 1s

Combo Finisher: Physical Projectile

Range: 1500

Rites of WaterElevate yourself over a tidal wave, becoming stationary and gaining 5 Rites of Water. Each Rite allows the firing of an arcing aqueous arrow that explodes on impact to deal strike damage, heal allies, grant alacrity and cleanse conditions. You may cancel the ability early and partially refund the recharge based on how many charges remain.

Activation time: ½ second

Recharge time: 30 seconds

Recharge reduction per charge remaining: 4s

Duration: 8s

Radius: 240

Number of Targets: 5

Alacrity (2s)

Conditions removed: 1

Range: 1500

Air Attunement

Forked Lightning Fire a bolt of lightning that applies vulnerability and forks on your initial target, applying additional vulnerability to foes behind.

Activation time: ¾ seconds

Number of initial targets: 1

Vulnerability (6s)

Number of targets for fork: 5

2 Vulnerability (6s)

Combo Finisher: Physical Projectile (20%)

Range: 1500

Arrow Squall Charge yourself with electricity, firing an arrow that pierces and weakens foes.

Activation time: 1 second

Recharge time: 4 seconds

Pierces

Weakness (2s)

Combo Finisher: Physical Projectile

Range: 1500

Luminous Sparks Summon a nimbus cloud over your head that repeatedly strikes lightning, zapping anyone who comes close and blinding enemies that are looking at you every interval.

Recharge: 20 seconds

Duration: 4 seconds

Interval: 1 second

Blindness (3s)

Radius: 600

Raging Storm – Fire a magically imbued arrow that creates a storm on impact with an enemy. The storm lasts for 4 seconds and constantly hits enemies with lightning, dazing every interval.

Activation time: ½ second

Recharge: 25 seconds

Duration: 4s

Interval: 1 second

Radius: 240

Combo Field: Lightning

Daze: ½ second

Range: 1500

Rites of Wind – Elevate yourself over a cloud, becoming stationary and gaining 5 Rites of Wind. Each Rite allows the firing of an arcing wind arrow that explodes on impact to deal strike damage, stun foes and grant superspeed and alacrity to allies. You may cancel the ability early and partially refund the recharge based on how many charges remain.

Activation time: ½ second

Recharge time: 30 seconds

Recharge reduction per charge remaining: 4s

Duration: 8s

Radius: 240

Number of Targets: 5

Stun: ½ second

Superspeed (1s)

Alacrity (2s)

Range: 1500

Earth Attunement

Serrated Arrow – Fire an arrow that pierces and applies bleed to foes.

Activation time: ¾ seconds

Bleeding (5s)

Pierce

Combo Finisher: Physical Projectile (20%)

Range: 1500

Earthen ShelterCharge up earthen energy, firing an arrow that deals strike damage and applies barrier to allies it touches.

Activation time: 1 second

Recharge time: 4 seconds

Number of Targets: 5

Combo Finisher: Physical Projectile

Range: 1500

Quicksand – Fire an arrow that pierces, cripples and attaches itself to the last target hit. After 2 seconds, targets in the area are pulled in and crippled again.

Activation time: ¾ seconds

Recharge time: 20 seconds

Cripple (4s)

Pull: 240

Pierces

Combo Finisher: Physical Projectile

Range: 1500

Stone Pillar – Fire an arrow that raises the earth to form a tectonic shield, blocking projectiles.

Activation time: ¾ seconds

Recharge time: 25 seconds

Duration: 4 seconds

Combo Finisher: Physical Projectile

Range: 1500

Rites of Earth – Elevate yourself over a fissure, becoming stationary and gaining 5 Rites of Earth. Each Rite allows the firing of an arcing stone arrow that explodes on impact to deal strike damage, immobilize foes and grant protection, resolution, and alacrity to allies. You may cancel the ability early and partially refund the recharge based on how many charges remain.

Activation time: ½ second

Recharge time: 30 seconds

Recharge reduction per charge remaining: 4s

Duration: 8s

Radius: 240

Number of Targets: 5

Immobilize (1s)

Protection (2s)

Resolution (2s)

Alacrity (2s) 

Range: 1500

SLOT SKILLS – WARDS

Wards are a long range skill type that create a temporary area of effect that only the Archon can manipulate as your allies do not possess the necessary arcane prowess needed to do so. Striking targets refers to affecting allies or enemies with your abilities.

HEALING

Ward of Restoration – Create a ward that heals allies every second. Striking targets within the ward triggers a restorative burst, granting regeneration to allies in the radius once per interval.

Recharge: 30 seconds

Interval: 1 second

Regeneration (3s)

Number of Targets: 5

Duration: 5 seconds

Radius: 240

Range: 1500

UTILITY

Ward of DebilitationCreate a ward that cripples foes every second. Striking targets within the ward triggers a debilitating burst, inflicting weakness on enemies in the radius once per interval.

Recharge: 25 seconds

Interval: 1 second

Cripple (3s)

Weakness (3s)

Number of Targets: 5

Duration: 5 seconds

Radius: 240

Range: 1500

Ward of Amplification Create a ward that grants might and fury to allies every second. Striking targets within the ward triggers an amplifying burst, granting alacrity to allies in the radius once per interval.

Recharge: 30 seconds

Interval: 1 second

2 Might (8s)

Fury (4s)

Alacrity (3s)

Number of Targets: 5

Duration: 5 seconds

Radius: 240

Range: 1500

Ward of IncapacitationCreate a ward that slows foes every second. Striking targets within the ward triggers an incapacitating burst, inflicting immobilize on enemies in the radius once per interval.

Recharge: 35 seconds

Interval: 1 second

Slow (1s)

Immobilize (1s)

Number of Targets: 5

Duration: 5 seconds

Radius: 240

Range: 1500

Ward of Solidity – Create a ward that grants swiftness to allies every second. Striking targets within the ward triggers a solidifying burst, granting protection and resolution to allies in the radius once per interval.

Recharge: 35 seconds

Interval: 1 second

Swiftness (3s)

Protection (2s)

Resolution (2s)

Number of Targets: 5

Duration: 5 seconds

Radius: 240

Range: 1500

ELITE

Ward of StabilizationCreate a ward that grants barrier to allies every second. Striking targets within the ward triggers a stabilizing burst, breaking stuns and granting stability to allies in the radius once per interval.

Recharge: 60 seconds

Interval: 1 second

2 Stability (3s)

Number of Targets: 5

Duration: 5 seconds

Radius: 240

Breaks Stun

Range: 1500

TRAITS CONTINUED BELOW

Edited by KinkyPotato.4219
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TRAITS

Similar to other specializations, there are three themes present with the Archon’s Major trait choices; Boon Support, Survivability, and Strike Damage.

Minor Proficiency

Longbow Proficiency – You can wield a longbow.

Minor Adept

Pure Power – Become an Arcane Incarnate once you gain enough arcane energy. Generate arcane energy by damaging foes, healing allies, and changing attunements. Attunement cooldowns are removed while you are an Arcane Incarnate however attunement changing traits will not trigger (similar to Weaver restrictions). Gain access to wards. Your deeper knowledge of arcane requires a sacrifice, allowing you to only use two elemental attunements.

Arcane Incarnate recharge – 10 seconds

Arcane energy per Heal: 1%

Arcane energy per Damage: ¾%

Arcane energy per attunement change: 5%

Arcane Incarnate attunement recharge reduction: 10 seconds

Major Adept

Occult Passage– Wards gain reduced recharge and extend the duration of their respective conditions and boons for targets in their radius when they end.

Recharge reduced: 20%

Number of Targets: 5

Duration increase: 3 seconds

Stoic Posture – Remaining stationary grants you barrier every second.

Interval: 1 second

Combative Enchantment Projectiles grant might. Remaining stationary for at least 1 second increases the velocity of your projectiles for 3 seconds.

Velocity Increase (3s): 100%

Might (5s)

Minor Master

Glass Cannon – Damage and healing is increased against targets struck at or beyond each range threshold.

Range Threshold: 600

Strike Damage increase: 7.5%

Healing increase: 7.5%

Range Threshold: 900

Strike Damage increase: 15%

Healing increase: 15%

Major Master

Mirrorball – Each missile from Energetic Barrage grants boons in the impact radius corresponding to the missile’s attunement charge.

Radius: 240

Number of Targets: 5

Fire Attunement: Might (5s)

Water Attunement: Regeneration (1s)

Air Attunement: Fury (2s)

Earth Attunement: Protection (1s)

Fortified Stance – Remaining stationary grants you protection every second.

Protection (1s)

Interval: 1 second

Dormant Magic Might grants you more power and less condition damage. Gain might upon becoming an Arcane Incarnate.

5 Might (5s)

Minor Grandmaster

Fulfilled Study – Striking targets at or beyond each range threshold grants boons.

Recharge: 3 seconds

Range Threshold: 600

Swiftness (3s)

Range Threshold: 900

Quickness (2s)

Major Grandmaster

Inner Focus – Alacrity improves your arcane energy generation. Arcane Expulsion now grants Alacrity to allies in an area around you, increasing in duration based on the amount of arcane energy consumed. Reduce the recharge of Arcane Incarnate.

Alacrity (5s)

Number of targets: 10

Alacrity duration increase per % of arcane energy consumed: 1%

Arcane energy per Heal: 1.25%

Arcane energy per Damage: 1%

Arcane energy per attunement change: 7.5%

Arcane Incarnate recharge reduction: 2 seconds

Honorary Graduation – Fulfilled Study now applies additional boons when striking targets at or beyond the range thresholds.

Range Threshold: 600

Resistance (3s)

Range Threshold: 900

Stability (3s)

Temporal Dominance – Remaining stationary for at least 1 second enhances the bonuses of Glass Cannon for 3 seconds. You may now gain Energetic Barrage charges outside of Arcane Incarnate per target struck by your abilities. Upon reaching the missile threshold, your next ability fires all stored missiles towards the area of impact.

Glass Cannon Enhancement: +75%

Duration: 3 seconds

Maximum number of missiles: 10

Number of Targets per missile: 1

Damage Reduction per hit: 5%

Radius: 240

Fire Attunement: Blinds

Water Attunement: Chills

Air Attunement: Weakens

Earth Attunement: Cripples

Edited by KinkyPotato.4219
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I love that you are just going ahead and posting this now after catalyst reveal.

That said, without going in detail i will comment on how i thematically feel about it. Sounds like some sort of Cannon artillery specc - honestly i would cry many rivers if we got a rifle or something and with that dreams of the longbow went out the window.

LONG BOW MATE, YES.

Second even if you went for an artillery specc, it would be the most natural with fields left behind where was being bombarded. Also i just kept thinking staff.

Probably a useless response for you, but that's what i thought.

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1 hour ago, Crackmonster.2790 said:

I love that you are just going ahead and posting this now after catalyst reveal.

Haha my disappointment is immeasurable and my day is ruined with the catalyst reveal.

 

1 hour ago, Crackmonster.2790 said:

That said, without going in detail i will comment on how i thematically feel about it. Sounds like some sort of Cannon artillery specc - honestly i would cry many rivers if we got a rifle or something and with that dreams of the longbow went out the window.

LONG BOW MATE, YES.

Thanks for taking the time to read it 🙂 I haven't thought of the skills yet so it could really be either a Longbow or a Rifle. It just needs to be distinguished from the Staff that focuses on area control and utility. I'll add notes that it can be either or. I'd love to see your ideas for a Longbow if you've got them 😉

 

1 hour ago, Crackmonster.2790 said:

Second even if you went for an artillery specc, it would be the most natural with fields left behind where was being bombarded. Also i just kept thinking staff.

Probably a useless response for you, but that's what i thought.

Not useless at all, I appreciate it! Wards kind of accomplish the field aspect but I wanted to distinguish it from Wells since they gained a lot more range. The ele still combos with wards but the tradeoff for gaining range is that others cannot combo. Which part in particular made you think of Staff? 

Edited by KinkyPotato.4219
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First of all, i would stick with your own idea of rifle - just because someone as myself prefers longbow doesn't mean it fits your concept. I wouldn't dare put a concept down as then i would get disappoint when i got something else, but if i had to make one for bow it would be more delicate with the bow, as opposed to heavy bombardment styled.

I thought staff because i was thinking i'd like staff be to a heavier range bombardment weapon, so for me there are some overlaps. The thing is for me, rifle is unthinkable in any forms i generally avoid all classes that use guns, bombs, technology unless its advanced tech in all games - so in my head im trying to cram some of the features of your specc into the heavy long range weapon i prefer for magic classes.

That's why i said the feedback is probably not that useful for you, as you should still go on with your own concept.

Edited by Crackmonster.2790
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Of course I know that, I was merely curious what longbow on an ele would look like and how I could translate that into this spec (if it thematically made sense). Like you said, Staff is the "bombardment weapon" focusing on fields and area control (although it generally fails in this regard since only Fire Attunement really touches on that aspect) so adding a contrast ranged weapon that focuses more on lining up allies and enemies made more sense for me.

I will still go with my own concept, I was just looking for other ideas mainly.

Edited by KinkyPotato.4219
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About the whole rifle vs longbow thing: I would like to read from OP what has been the thought process behind picking rifle as the elite spec weapon.

When I read the concept, I personally thought that longbow makes more sense thematically. These elementalists were making a deal with a great ancient entity like a djinn, how did this lead to them picking up the rifle as their weapon?

With this backstory, I would imagine them as an old order of traditionalists, for which a longbow would make way more sense. Especially since there are cultures which consider archery to be a practice of meditation.

Rifle would make sense for a more technology driven setting, like we are getting with EoD and the whole jade tech theme now.

Can I get some insight why you have chosen rifle specifically here?

Edited by Kodama.6453
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9 minutes ago, Kodama.6453 said:

About the whole rifle vs longbow thing: I would like to read from OP what has been the thought process behind picking rifle as the elite spec weapon.

When I read the concept, I personally thought that longbow makes more sense thematically. These elementalists were making a deal with a great ancient entity like a djinn, how did this lead to them picking up the rifle as their weapon?

With this backstory, I would imagine them as an old order of traditionalists, for which a longbow would make way more sense. Especially since there are cultures which consider archery to be a practice of meditation.

Rifle would make sense for a more technology driven setting, like we are getting with EoD and the whole jade tech theme now.

Can I get some insight why you have chosen rifle specifically here?

Yup, like I said, the weapon was mainly an afterthought as the concept is still incomplete. My original intention was to have a ranged weapon that contrasts the staff. Where the staff focuses on area control and utility, the longbow or rifle (I agree that longbow thematically makes more sense with the tie in to the lore) would focus more on piercing and long range precision.

Edited by KinkyPotato.4219
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As a former Heroes of the Storm player and Li Ming main I welcome this Elite Spec idea. Thank you

I think Torch would be a better choice for this Spec, not only because there is a Torch with an Elementalist name in it but also because Torch feels like a natural weapon for a long range spellcaster who is also proficient with Staff. Some Torch skins look similar to Li Ming's arcane Orb, it would definitely look cool.

Edited by Touchme.1097
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Oooh I remember Li-Ming and her mega-boom arcane orb that hits harder the farther it travels. Would totally love it on my Elementalist :)) Reading your post almost made me forget about the Catalyst for a second !

 

Back to reality though, Anet clearly wants us to continue being a "steady presence in melee combat" UwU

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20 hours ago, Zaxx.8125 said:

Oooh I remember Li-Ming and her mega-boom arcane orb that hits harder the farther it travels. Would totally love it on my Elementalist :)) Reading your post almost made me forget about the Catalyst for a second !

 

Back to reality though, Anet clearly wants us to continue being a "steady presence in melee combat" UwU

Thanks! 🙂 I'd like to imagine another timeline where eles get a ranged spec and not another melee spec. OwO

Edited by KinkyPotato.4219
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