My take on Elementalist

This is my take on a Elementalist class for FFXIV.

I like element using classes, and so I wanted to make one that uses all six. The end result became a dps that can provide some healing. It is not a full healing class, but it can help when in a pinch.

This is my first class for FFXIV, and I wouldn’t be surprised it its overpowered, but I think it’s cool and wanted some feedback, so I decided to post it here.
Base class: None (Lorewise an offshoot/combination of conjurer and thaumaturge?)
Role: hybrid(dps+support) (counts as dps in duty finder)
Weapon: Elementalist staffs (staffs with a crystal from each element as a focus)

Starts at lvl 30. Over the course of the lvl 30 class quest, character gradually attunes to four of the elements, learning about and becoming able to shift elemental polarity to match the element, embodying that element and becoming able to use that element. Over the course of the other class quests, the character attunes to and learns about the final two elements and how the six elements interplay with each other and everything in Eorzea, before finally(lvl 50) having to prove him/herself before the Conjurer’s guild as worthy to wield all six elements.

Abilities
Level 1 Element I: Deals unaspected magic damage with potency 80 to target. When embodying an element, the spell changes to the corresponding elemental spell.

Level 2: Pollution: Corrupt the surrounding aether around your target, dealing unaspected magic damage with potency 40 for 18s. When embodying an element, the aspect is changed to that element and the spell counts as a spell of that element.

Level 4 Embody Earth: 45 sec cooldown. Attune elemental polarity to Earth, changing certain spells to their Earth version. Earth spells have a chance of placing Heavy Earth on the target, causing their physical attacks to deal 10 % less damage for 5 sec. Upon attuning to Earth, MP regen is greatly enhanced for 20s as long as you remain attuned to Earth. Effect ends upon reuse or activation of another Embody ability.

Level 6 Embody Lightning: 45 sec cooldown. Attune elemental polarity to Lightning, changing certain spells to their Lightning version. Lightning spells have a chance of overloading the target, dealing damage over 5 sec. Mana Regen stops while in Lightning stance, MP refreshing statuses have no effect. Effect ends upon reuse or activation of another Embody ability.

Level 8 Embody Water: 5 sec cooldown. Attune elemental polarity to Water, changing certain spells to their Water version. While attuned to water, elemental spells heal the target rather than doing damage, the INT attribute is switched with the MND attribute. Upon attuning to Water, MP regen is greatly enhanced for 20s as long as you remain attuned to Water. Effect ends upon reuse or activation of another Embody ability.

Level 10 Benic: Change a damage over time effect on the target into a heal over time effect instead. Duration and potency of the effect is the same as that of the original effect. Cooldown: 120 sec.

Level 12 Element II: Deals unaspected magic damage with potency 40 to target and enemies near it. When embodying an element, the spell changes to the corresponding elemental spell.

Level 15 (Job Quest) Elemental Blast: Instant. Deals unaspected magic damage with potency 70 to an enemy. When embodying an element, potency is increased to 100, damage type changes to the element, and the spell counts as a spell of that element for attunement purposes.

Level 18 Typhoon: Infuses all party members with the power of air, increasing movement speed and evasion by 10%. Duration: 10s.

Level 22 Geo-Boost: Increases the potency of your spells by 10%. Duration: 12s. Cooldown: 90 sec

Level 26 Earth Wall: Increases target’s defence by 20%. Duration: 10s.

Level 30 (Job Quest) Embody Fire: 45 sec cooldown. Attune elemental polarity to Fire, changing certain spells to their Fire version. Fire spells have a chance of burning the target, dealing damage over 5 sec. Mana Regen stops while in Fire stance, MP refreshing statuses have no effect. Effect ends upon reuse or activation of another Embody ability.

Level 34 Element III: Deals unaspected magic damage with potency 140 to target. When embodying an element, the spell changes to the corresponding elemental spell.

Level 35 (Job Quest) Embody Wind: 45 sec cooldown. Attune elemental polarity to Wind, changing certain spells to their Wind version. Wind spells have a chance of placing Disrupting Wind on the target, causing their magical attacks to deal 10% less damage for 5 sec. Upon attuning to Wind, MP regen is greatly enhanced for 20s as long as you remain attuned to Wind. Effect ends upon reuse or activation of another Embody ability.

Level 38 Element Fury: Instant. 30 sec cooldown. An attack that delivers 6 different 25 potency elemental attacks to a single target simultaneously, each aspected to a different element. Current active embodiment gains one stack.

Level 40 (Job Quest) Embody Ice: 45 sec cooldown. Attune elemental polarity to Ice, changing certain spells to their Ice version. Ice spells apply Frozen Defence, increasing target’s damage taken by 10% for 10 sec. Hypothermia applies after the vulnerability wears off, rendering the target immune to Frozen Defence for 1 min. Mana Regen stops while in Ice stance, MP refreshing statuses have no effect. Effect ends upon reuse or activation of another Embody ability.

Level 42 Element Cloak: Shields and empowers targeted ally with your embodied element, increasing their resistance towards that element and making their attacks deal additional damage of that element. Only one party member may have receive this benefit at a time. If you change Embodiment while this ability is active, the target’s benefit changes as well. Duration: 10s.

Level 45 (Job Quest) Elemental Terrain: Covers the designated area in the element of the currently active embodiment, dealing damage to any enemies who enter. Additional effect dependant on embodied element: Fire: Reduce enemies’ determination. Earth: Heavy enemies. Ice: Slow enemies. Water: Allies gain Regen. Wind: Blind enemies. Lightning: Reduce enemies’ evasion. Duration: 20 sec.

Level 46 Water Veil: Increases target’s magical defence by 20%. Duration: 10s.

Level 50 Element Rush: Use the element of the current active embodiment to travel a short distance forward.

Level 50 (Job Quest) Eorzea’s Fury: Summons the elemental fury of Eorzea to wreck havoc on the enemy. 10 sec channeled ability that delivers one attack with potency 50 per Elemental Attunement stacks to all enemies in the area of the ability, consuming the stacks over the channelled time. If Water stacks are consumed, Eorzea’s Fury heals allies in area for 25% of the damage dealt per Water stack.

Level 52 Focused Resolve: Refresh duration of all current elemental attunement stacks.

Level 54 Expanded Focus: Cast your next Element I, Element II or Element III as a combined spell of your current attunement stacks. Duration 10 sec. Cooldown: 120 sec.

Level 56 Ascendance: Take in the elements and become their embodiment. Increases damage and healing done by 5%. Can only be executed with at least one Elemental Attunement stack at four. Does not consume the Attunement stacks. Duration 15 sec.

Level 58 Polarity Shift: Place a buff on the target that for a short duration switches healing and damage. If the target is an ally, any damage taken will heal the target instead. If the target is an enemy, any healing received will deal damage instead. Only available during Ascendance. Duration: 10 sec. Cooldown 300 sec.

Level 60 Flare of Eorzea: Deals elemental damage of all six aspects to target and all enemies near it. Can only be executed while under the effect of Ascendance. Ascendance fades upon execution.
Elemental Spells:
Earth I: Deals earth damage with a potency of 140. MP cost*: 6. Additional effect: Grants Earth Attunement for 15 sec, increasing the damage of Earth spells by 10% per stack.

Earth II: Deals earth damage with a potency of 60 to target and enemies near it. MP cost: 10. Additional effect: Grants Earth Attunement for 15 sec, increasing the damage of Earth spells by 10% per stack.

Earth III: Deals earth damage with a potency of 200. MP cost: 14. Additional effect: Grants Earth Attunement for 15 sec, increasing the damage of Earth spells by 10% per stack.
Lightning I: Deals lightning damage with a potency of 180. MP cost: 12. Additional effect: Grants Lightning Attunement for 15 sec, increasing the damage of Lightning spells by 25% per stack.

Lightning II: Deals lightning damage with a potency of 100 to target and enemies near it. MP cost: 16. Additional effect: Grants Lightning Attunement for 15 sec, increasing the damage of Lightning spells by 25% per stack.

Lightning III: Deals lightning damage with a potency of 240. MP cost: 20. Additional effect: Grants Lightning Attunement for 15 sec, increasing the damage of Lightning spells by 25% per stack.
Water I: Restores target’s HP. Cure potency: 400. MP cost: 6. Additional effect: Grants Water Attunement for 15 sec, increasing the healing done by water spells by 10% per stack.

Water II: Restores own HP and HP of all nearby party members. Cure potency 300. MP cost: 26. Additional effect: Grants Water Attunement for 15 sec, increasing the healing done by water spells by 10% per stack.

Water III: Restores target’s HP. Cure potency: 650. MP cost: 15. Additional effect: Grants Water Attunement for 15 sec, increasing the healing done by water spells by 10% per stack.
Fire I: Deals fire damage with a potency of 180. MP cost: 12. Additional effect: Grants Fire Attunement for 15 sec, increasing the damage of Fire spells by 25% per stack.

Fire II: Deals fire damage with a potency of 100 to target and enemies near it. MP cost: 16. Additional effect: Grants Fire Attunement for 15 sec, increasing the damage of Fire spells by 25% per stack.

Fire III: Deals fire damage with a potency of 240. MP cost: 20. Additional effect: Grants Fire Attunement for 15 sec, increasing the damage of Fire spells by 25% per stack.
Ice I: Deals ice damage with a potency of 160. MP cost: 8. Additional effect: Grants Ice Attunement for 15 sec, increasing the damage of Ice spells by 10% per stack.

Ice II: Deals ice damage with a potency of 80 to target and enemies near it. MP cost: 12. Additional effect: Grants Ice Attunement for 15 sec, increasing the damage of Ice spells by 10% per stack.

Ice III: Deals ice damage with a potency of 220. MP cost: 16. Additional effect: Grants Ice Attunement for 15 sec, increasing the damage of Ice spells by 10% per stack.
Wind I: Deals wind damage with a potency of 140. MP cost: 6. Additional effect: Grants wind Attunement for 15 sec, increasing the damage of Wind spells by 10% per stack.

Wind II: Deals wind damage with a potency of 60 to target and enemies near it. MP cost: 10. Additional effect: Grants Earth Attunement for 15 sec, increasing the damage of Wind spells by 10% per stack.

Wind III: Deals wind damage with a potency of 200. MP cost: 14. Additional effect: Grants wind Attunement for 15 sec, increasing the damage of Wind spells by 10% per stack.
*MP cost is based on a lvl 1 character. As the lvl goes up, the MP cost of spells increases.
Traits
Level 8 Enhanced Intelligence I: Increases Intelligence by 2.
Level 14 Enhanced Intelligence II: Increases Intelligence by 4.
Level 16 Maim and Mend: Increases base action damage and HP restored by 10 % and allows for the stacking of a second elemental attunement.
Level 20 Enhanced Benic: Reduce cooldown to 90 sec.
Level 24 Enhanced Geo-Boost: Increases damage to 20%.
Level 28 Maim and Mend II: Increases base action damage and HP restored by 20 % and allows for the stacking of a third elemental attunement.
Level 32 Enhanced Intelligence III: Increases Intelligence by 6.
Level 36 Enhanced Earth Wall: Increases duration to 20 seconds.
Level 40 Maim and Mend III: Increases base action damage and HP restored by 30 % and allows for the stacking of a forth elemental attunement.
Level 44 Heavy Typhoon: Movement speed and evasion are increased by 20%.
Level 48 Enhanced Water Veil: Increases duration to 20 seconds.

Cross class skills:
Conjurer: Protect, Raise, Stoneskin
Thaumaturge: Surecast, Blizzard II, Swiftcast
Arcanist: Virus, Eye for an Eye

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