Revised and expanded from the earlier thread. 1. HOW SHOULD I ALLOCATE STAT POINTS? As a Theurgist, your Int, Dex and Qui will all increase with level. Thus, character creation is the only time you can raise other stats, such as Str and Con. It is important to get your Str to 50 at a minimum, as there is a greater encumbrance penalty if your strength is below this level. More strength (beyond 50) is useful because it means you can gather more loot in the field. Con is nice in adding more HP (and Theurgists are pretty soft targets to start with, so every bit helps), although the increase in HP with even +10 in Con is minimal. With regard to Intelligence, some players with high starting Int and lots of +Int items are running into a level-based Int cap. If you expect to be heavily-twinked with +Int items, you may want to consider not putting points into Int. For the majority, however, it would be a mistake to not put at least 10 points into Int. Recommended: Int +10 Str +5 or +10 (50 minimum) Con +10 2. WHERE ARE MY SPECIALTY SPELLS? At character level 5, you will be able to specialize as a Theurgist. Currently, you obtain the level 1 Vapormancy (Air spec) spells immediately. However, you will NOT obtain the Earth spec or Ice spec spells until you raise that spec to level 5. This has been reported to be a bug, but has not yet been fixed. You can check your spec levels under the Skills button on your hot bar. THE SPEC LEVELS THAT YOU SEE WHEN YOU TALK TO YOUR TRAINER ARE NOT YOUR CURRENT SPEC LEVELS...those are the NEXT spec levels. Your current spec levels are one LESS than what you see with your trainer. 3. WHERE IS MY MINOR BOLSTERING GUST? One spell is bugged and will not show up. This is Bolstering Gust (minor), which you should get at character level 6. Don't worry about it, as you WILL get the next attack speed buff, Bolstering Gust, at clvl 9. 4. WHERE ARE MY PETS? Theurgists no longer have true pets. We have elementals. They do not take commands like pets, must be targeted at a particular mob, will attack only that mob, and have a limited duration (30 sec for earth, 25 sec ofr ice, and 20 sec for air). Earth is strong in melee, but has no special attacks. Ice nukes from a distance, and is the weakest in melee. Air is middle-of-the-road with regard to melee ability, but has the ability to stun the target briefly. The level of your elemental is 87.5% of your character (round down) regardless of the level of spell used, subject to a maximum cap on the elemental level which IS based on spell level. Only the size is affected by the spell level; otherwise the elementals from different spells in same spec line are identical. The level caps for Earth and Ice elementals are as follows: Level - Cap 1 - 10 7 - 15 12 - 25 20 - 37 32 - 50 Ice elemental spells are obtained at different levels, and the top-level ice elemental spell has been confirmed to be obtained at specialization level 25 (as opposed to 32 for earth and air). It is presumed that the level caps for ice elementals follow the above progression for each step up. Your elementals may change con colors to you as you gain levels. This is due to the truncation effect. For example, at 8th level, your elemental will be 87.5% of 8, or level 7. That is one level lower than you, which will be a blue con. At 9th level, your elemental is 87.5% of 9 or 7.875, which again rounds down to 7. That is two levels lower than you, and your pet turns into a green con. At 10th level, your elemental is 8.75, rounded down to level 8. Again, two levels lower, but now two levels is one color step again (or blue con). There may be a few levels along the way where this happens, depending on where the changes are in color steps. [Thanks to Njorl for the above analysis.] 5. DO ELEMENTALS STEAL EXPERIENCE? Using elementals does reduce your XP (as well as a group's XP). How much is lost depends on how much damage the elemental(s) do compared to you, but the most you will lose is 25% no matter how many elementals you use. This is countered by the fact that the Theurgist can kill orange and red mobs more easily than most classes. 6. WHY DO MY DD SPELLS DO MORE DAMAGE THAN LISTED? The damages listed in the Prima Guide or the spell info box when you "delve" on the spell icon are "BASE" damages. The actual damage you do depends on your specialization level and the con of the mob to you. In general, for a mid-20s Theurgist with reasonable specialization (i.e., spec level > 2/3 char level) in air or ice, you can expect to see the following damage multiples (as a % of the base damage), NOT including any outright resistances. Note that these ranges are APPROXIMATE and based on limited data from in-game tests: Grey: 200% Green: 160%-190% Blue: 145%-175% Yellow: 135%-165% Orange: 100%-140% Red: 82%-127% Following are the base damage numbers, listed as: Spell Level - Base Damage (Power) Base Line Cold (“Ice Cloud” –> “Ice Blast”) (2.6 sec. cast time) 1 – 5 (2) 2 – 9 (3) 3 – 14 (3) 6 – 26 (5) 9 – 37 (8) 13 – 49 (11) 17 – 65 (14) 24 – 89 (19) 33 – 120 (27) 41 – 148 (35) 50 – 180 (43) Spec Cold (“Frost Blast” – “Arctic Blast”) (65% movement) (3 sec. cast time) 2 – 9 (3) 5 – 21 (5) 9 – 37 (8) 13 – 49 (11) 17 – 65 (14) 24 – 89 (19) 33 – 120 (27) 41 – 148 (35) 50 – 180 (43) Spec Air (“Blasting Breeze” – “Blasting Maelstrom”) (2.8 sec. cast time) 2 – 11 (3) 5 – 26 (5) 8 – 41 (7) 11 – 51 (9) 16 – 77 (13) 22 – 103 (18) 28 – 133 (23) 35 – 164 (29) 45 – 210 (38) The base line cold spells are the fastest casting, and equal the cold spec DDs in base damage and power cost. The air spec DDs are higher damage and lower in power cost. 7. WHY DOES MY +7 ICE STAFF NOT SHOW UP ON MY SPEC LEVEL IN ICE? That's because the ice staff is a focus item, and the +7 is the focus level of that item for ice spells, NOT a plus to the skill. Focus items for all mages (i.e. "Robe" Casters) are in the game. Please note that only primary casters need to worry about focus items; clerics and hybrids will not be using this system. The intent of this system is to give Robe Casters something to spend money on, which needs to be repaired and upgraded periodically. - A focus item can be any item that the mage holds in his right hand (readied). - If the mage is not holding a focus item in hand, all spells cast are at 20% higher power cost. - If the mage has a good focus item in hand (of the proper level and 100% condition), all spells cast of that skill at 10% lower power cost. - An item can (and should) have multiple focus multipliers attached to it (up to 4). Each multiplier is set to a different "power level". The level of the multiplier defines the highest level of spell the object can "focus" to maximum efficiency. - The condition of the item adjusts the overall focus capability - condition goes down with each spell cast. Thus, these items must be repaired much like a fighter's items. The formula is: Power Cost (%) = 120 - 30 (FL/SL * Cond) [max 120, min 90] FL is the focus level for the spell line SL is the spell level Cond is the condition of the item (in decimal form). FL/SL cannot be great 1.0. Comments, corrections, and additions welcome.
The Theurgist Guide | |||||||||||||||||||||||||||||||||||||||||||||||||
written by Draktyr Exodus, edited by Itekei | |||||||||||||||||||||||||||||||||||||||||||||||||
1.0 | The Basics | ||||||||||||||||||||||||||||||||||||||||||||||||
1.1 Introduction | |||||||||||||||||||||||||||||||||||||||||||||||||
1.2 Getting Started | |||||||||||||||||||||||||||||||||||||||||||||||||
1.3 The Beginning Stages of Your Career | |||||||||||||||||||||||||||||||||||||||||||||||||
2.0 | The Three Paths | ||||||||||||||||||||||||||||||||||||||||||||||||
2.1 Understanding your Paths and Specialized Lines | |||||||||||||||||||||||||||||||||||||||||||||||||
2.2 Path of Earth/Abrasion | |||||||||||||||||||||||||||||||||||||||||||||||||
2.3 Path of Ice/Refrigeration | |||||||||||||||||||||||||||||||||||||||||||||||||
2.4 Path of Air/Vapormancy | |||||||||||||||||||||||||||||||||||||||||||||||||
3.0 | The Role of a Theurgist | ||||||||||||||||||||||||||||||||||||||||||||||||
3.1 As a Soloist | |||||||||||||||||||||||||||||||||||||||||||||||||
3.2 In a Group | |||||||||||||||||||||||||||||||||||||||||||||||||
3.3 Against Enemy Realms | |||||||||||||||||||||||||||||||||||||||||||||||||
4.0 | Midlife and Beyond | ||||||||||||||||||||||||||||||||||||||||||||||||
4.1 So, How Should I Spec? | |||||||||||||||||||||||||||||||||||||||||||||||||
4.2 The Higher Levels | |||||||||||||||||||||||||||||||||||||||||||||||||
5.0 | Conclusion | ||||||||||||||||||||||||||||||||||||||||||||||||
5.1 Epilogue | |||||||||||||||||||||||||||||||||||||||||||||||||
1.0 The Basics | |||||||||||||||||||||||||||||||||||||||||||||||||
1.1 Introduction | |||||||||||||||||||||||||||||||||||||||||||||||||
So, you've chosen to train in the Defenders of Albion, and advance from Elementalist to Theurgist...a wise choice indeed. Your power can be used effectively in virtually every situation you encounter. In groups, your buffs and skins will be vital. As a soloer, no one does it with more ease then you. Enjoy your rise to power, and may this guide aid you in your progress. | |||||||||||||||||||||||||||||||||||||||||||||||||
1.2 Getting Started | |||||||||||||||||||||||||||||||||||||||||||||||||
Before you create your character, it is important
to realize that which race you choose, and how you allocate your points,
could affect your development immensely. The most popular race is Avalonian,
specifically because of their high Int. Intelligence is your base statistic,
and is what affects magic casters in Albion. It is important to add
10 points into Int, no matter what race you are. Be aware that adding
more then 10 points into one statistic decreases your overall amount
of points, and is not recommended. You now have 20 points left. If you
have chosen Avalonian, you should probably add at least 5 points into
Str, to get it to 50 and above. You will have an increased carrying
capacity at 50 Str. That will ensure less trips back and forth to the
merchants to sell, as you can carry more each trip. The other points
you should distribute into Dex, and Con. Dexterity will affect your
ability to dodge blows if the enemy reaches you, and Constitution will
affect your overall HP and defensive capabilities. The more popular
choice is Con. Most people do not bother increasing much Dex, since
as a caster your goal is always to kill the enemy before it gets within
striking distance. As you reach higher levels, you will find that once
the enemy gets to you, you are most certainly doomed without assistance.After
you have chosen your race and spent your points, create a name and facial
design for yourself. You are now ready to enter the world and begin
your advancement. |
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1.3 The Beginning Stages of Your Career | |||||||||||||||||||||||||||||||||||||||||||||||||
Your life from level 1 to 5 is very simple, and provides a good chance
to get a feel for what it's like to play a caster. You will notice
very fast that you are not melee-oriented, and cannot last long in
direct combat. It is however possible to fight hand to hand at this
early level, and it's a good idea not to get used to that. |
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2.0 The Three Paths | |||||||||||||||||||||||||||||||||||||||||||||||||
2.1 Understanding Your Paths and Specialized Lines | |||||||||||||||||||||||||||||||||||||||||||||||||
You are now level 5, and your Elementalist
Trainer has nothing more to teach you. It is time to seek out a Theurgist
trainer. If you started in Lethantis, the nearest trainers are in Caer
Ulfwych and Adribard's Retreat. Otherwise, you should head to Camelot,
where you will find your trainer in the Defenders of Albion building.
Upon becoming a Theurgist, you will have access to a new set of spells,
the wind spells. You may also begin training in the specialized version
of your three paths, as well. It is important to understand the difference between your three basic paths, and your three specialized lines. Each path will obtain spells as your character's level increases, but your specialized lines will only increase if you add spec points to them. You will receive spec points each time you level up, equal to that level achieved. By adding power to your specialized lines, you will recieve additional spells in them, as well as increasing the power of your related path. For example, the Path of Ice has a basic set of ice nukes that you will receive just by leveling. If you were to add points into Refrigeration, however, you will increase the potency of those nukes, as well as gain other spells in that line. Be aware that potency does not necessarily mean a maximum damage increase, rather a higher chance that your spells will not get resisted. When a spell is not resisted, it does much more damage, consistently. That is crucial for casters, as that is a big part of our offense. Lets get to know the 3 basic paths, their specialized lines, and when you receive them. |
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2.2 Path of Earth/Abrasion | |||||||||||||||||||||||||||||||||||||||||||||||||
Path of Earth These spells are primarily for buffing. They include your crystal shields, and earthen bursts. Your shields will add AF (armor factor), and are self only. They are our only true armor, and should be kept up at all times if possible. Earthen bursts are terrific attack enhancers, and will increase the output on melee greatly. Tanks will welcome this buff when you are grouped. Both of these spell lines simply increase in effectiveness as they get higher.
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Path of Abrasion
This is the specialized Earth line, and will only be increased if you add spec points into it. As of right now there is a bug where you will not see any spells in this line until you get it to level 5, so do not panic if you aren't recieving new spells at first. Your abrasion line includes your earth elementals, skins, and attack speed debuffs. Earth elementals have the highest amount of HP and attack damage, and also last the longest. They are your tank elementals. Skins, also referred to as bladeturns, are probably the most important spell you will get when you begin to RvR. It provides whoever is wearing it to completely absorb a physical attack, of any strength. Although the casting time is longer, there is no limit to how many times you can cast a skin on someone. It is possible to make someone almost completely invulnerable to melee attack with your skin spells. Your Friction spells are your attack debuffs, and cause the target to hit less frequently, thus reducing overall damage over time. |
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2.3 Path of Ice/Refrigeration | |||||||||||||||||||||||||||||||||||||||||||||||||
Path of Ice These are your basic direct damagers, and root spells. Your ice nukes will increase in damage and effectiveness with each new line, and your roots will last longer and land more often without being resisted. For those that don't know, a root spell refers to a spell that holds an enemy in place until it is either damaged or wears off. |
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Path of Refrigeration
Refrigeration is the specialized Ice line. As with Abrasion, a current bug prevents any spells from showing up until you have 5 points into it. Refrigeration includes your ice elementals, a different type of ice nuke, and an area of effect snare. Ice Elementals are your caster elementals, they will attempt to keep enough distance between them and the target to send ice nukes at them. These ice nukes will slow running speed as well as damage. If the target comes into range, they begin melee, and are not good at it. They also have very little HP, and die quickly. Ice Blasts will do the same damage as Path of Ice nukes at their appropriate level, but also will add a slowing effect, much like the nukes your ice elementals cast. This can be good for slowing the enemy down in order to get more blasts off before they reach you. An impressive sight is the area of effect snare. Your Ice Field spells will snare the targetted enemy, as well as those around them, bringing their movement almost to a complete stop. It will wear off slowly, causing them to regain their speed a little at a time. As the levels increase, your snare range will get larger, and the snares themselves will last longer. |
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2.4 Path of Air/Vapormancy | |||||||||||||||||||||||||||||||||||||||||||||||||
Path of Air Your Path of Air spells include a melee haste spell, and a running speed increase. Storm spells are short duration hastes, that when cast on someone, will increase their rate of attack, and cause them to land more hits as well. Wind spells increase running speed, and affect the whole group when cast. However, they are not active while in combat. |
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The Path of Vapormancy
Vapormancy is the specialized version of the Path of Air. These spells include your air elementals, a powerful direct damage spell, and an area of effect mezmerize. Air elementals are considered the all around average of the 3. They have about half the HP of an earth elemental, and do about half the attack damage. However, they have the ability to land short duration stuns on their target, which can be helpful in delaying your target's time to reach you. The one downfall to the air elemental is it's duration, the shortest of the three, at 20 seconds. Your Blasting Wind nukes are by far the most powerful of all the direct damage spells you can get. They do half again as much as your regular ice nukes. Confusing Gusts are your area of effect mezmerize spells, and like the AoE snare, will increase in range and length as they get higher in level. Mezmerize will render a target unable to move, or attack, but for a shorter duration then a root or snare spell. |
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3.0 The Role of a Theurgist | |||||||||||||||||||||||||||||||||||||||||||||||||
3.1 As a Soloist | |||||||||||||||||||||||||||||||||||||||||||||||||
Many would agree that the Theurgist makes the best soloing class
in all of Albion. This is because we can utilize our pets in such
a way that we can create our own group for us. Earth and Air elementals
can do the tanking, while Ice elementals blast from a distance. Of
course, since all our pets are of short duration, we need to cast
several to get the job done. Elementals can be cast from a great distance,
farther then nuking range. Your typical method of attack will be to
send out your strongest type of elementals, back up a bit, and finish
with direct damage spells if the enemy survives long enough to make
it into your range. Elementals that time out or die will pass along
1/2 of all their aggro onto you, so once you've sent a few pets, it
will be very hard to get that enemy off of you. Be aware that when
one of your elementals is in combat, it considers you to be as well,
so your running speed increase will not be in effect. If things aren't
going too well, run early. Your elementals that are still pounding
away at the monster will continue to do so as you flee, and if you
are lucky, will finish the job for you or weaken the target enough
so that you may turn and blast them dead. Remember, enemies that have
below 1/5 of their life remaining move extremely slow, and are easy
prey. |
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3.2 In a Group | |||||||||||||||||||||||||||||||||||||||||||||||||
You would think that a class that is an excellent
soloer would be weak in a group, to balance it out. This is not true.
The Theurgist makes an excellent addition to any group, especially groups
full of tanks. Reason for this is simple, our attack buffs. Basic paths
will allow us access to earthen bursts, and gusts. This will give us
the ability to increase attack power and speed for any tank in the group.
Also, whichever way we have chosen to specialize in will all have a
positive affect on the group as a whole. The most beneficial are the
Abrasion spells, mainly the skins. The more powerful skin spells, mainly
the group and pulsing ones, are highly sought after by any group. Skins
do not bring any aggro on you, and you can repeatedly cast a skin on
any member of your group that is taking damage, to give your cleric
time to heal them up. Or, if your cleric has aggroed the monster themself,
cast skins on them. Protect them from harm until your tanks can draw
the monster off of them. Either way, it is extremely helpful to have
a Theurgist with the ability to skin in your group. Friction spells
are also helpful, as they reduce the enemy's attack rate, lowering damage
dealt out. Clerics will have time to use their larger heals, as they
will have more time to cast them due to the slower hits of the monster
on the tanks. As for the Refrigeration and Vapormancy lines, the AoE
spells are the most helpful while in a group. If a pull goes wrong and
several monsters are coming, step up and cast that AoE snare or mez
on the incoming horde. Then, your group can pull out a monster one at
a time, and have a much easier battle. It should be known however that
you cannot cast a snare or mez on a monster that is already affected
by it, so you cannot chain cast and keep them there. You will need to
wait until the effect expires completely before you are able to land
another one. This may require some practice and timing. One final note on grouping...we are Theurgists, not Wizards. Remember that, when in a group. Do not get nuke heavy, or you will find yourself gaining too much aggro and irritating your fellow group members. Use your direct damage spells only if the situation calls for it. In a group, Theurgists are better off as buffers then nukers, most of the time. |
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3.3 Against Enemy Realms | |||||||||||||||||||||||||||||||||||||||||||||||||
In RvR (Realm vs. Realm) we are a force to
be reckoned with. Our range of casting elementals beats out almost anything,
save for a few pesky archers. Therefore, you can usually get a few elementals
off before the enemy gets close. This will usually confuse them into
attacking your pets, and not you. It also gives them ample distraction
while you run behind your ranks. Skins are the single most useful spell
you have, if you are heavy into RvR and have some specialization in
Abrasion. Make sure you keep a skin on everyone in your raiding group.
Everyone knows how annoying stealth archers are, and how easy it is
to die in one hit...and that is why you keep a skin up at all times.
That way, we can be alerted to their presence without causing casualties
from massive critical strikes. Area of effect snares and mezzes are
crucial as well. Often the enemy will rush up in a tight group, and
this is your chance to get them all with one AoE spell. Target whomever
is closer to the middle, and they will all be affected. As with grouping,
don't get nuke happy. Save that power for additional skins, snares,
or pets. Only nuke if you need to, or if your opponents are far weaker
then you. The best way to get good at RvR is to simply practice often. Everyone will be unaccustomed to it at first, and will make bad judgement calls in the confusion of it all. As time goes by, and you gain practice with it, you will learn control. You will then begin to see how you can be the most effective in whatever situation you are presented with. |
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4.0 Midlife and Beyond | |||||||||||||||||||||||||||||||||||||||||||||||||
4.1 So, How Should I Spec ? | |||||||||||||||||||||||||||||||||||||||||||||||||
That is tough to answer. There is a good solid arguement for every way to allocate your points. Some people would argue that going fully specialized into one line would make you more effective, while others say that choosing two lines and dividing them up would make you more diverse. I would have to say that specializing in all three lines would probably not work too well, because by the time you are able to add points into all three lines effectively, they won't do much for you. It is best to plan out your character ahead of time, before you start dumping points into it. Use the spell list and think about what you wish your role to be. Do not hesitate to ask a higher level Theurgist on your server how they allocated their points, and if it's working well for them. The game is still very new, and different methods are still being discovered. Most importantly, be what YOU want to be, not what everyone else is. If you end up with something you really enjoy playing, but isn't the most effective, that is perfectly fine. It is pretty hard to spec in such a way that you are unable to get the job done, so have no fear. | |||||||||||||||||||||||||||||||||||||||||||||||||
4.2 The Higher Levels | |||||||||||||||||||||||||||||||||||||||||||||||||
Level 30 and beyond gets extremely frustrating. You will find that monsters give far less experience then they did 10-15 levels ago, even with oranges and reds. Soloing those tougher cons will take much more of your power, resulting in more downtime. Your best bet is to try and mix it up with grouping and soloing. Diversity is the key here, as it will make leveling seem a little faster. By now you should be very aware of your role in groups, and the more experienced groups will welcome you in more often if this is the case. It may also be a good idea to pick up Tailoring, as it gives something good to do on the side when you are sick of monster bashing, and can yield great profit at the higher end. All in all, do not rush to level 50. Take your time, and explore. Try out some RvR if you haven't yet, you are now powerful enough to hold your own. | |||||||||||||||||||||||||||||||||||||||||||||||||
5.0 Conclusion | |||||||||||||||||||||||||||||||||||||||||||||||||
5.1 Epilogue | |||||||||||||||||||||||||||||||||||||||||||||||||
Hopefully this guide was of some help to you. If you have
any questions about your Theurgist, or would just like to share some
good stories of your adventures with me, please feel free to email
me. You will find me on the Bedevere server, as well. Take care,
and good luck to you. Draktyr Exodus Guildmaster, Ancestors of Exodus Bedevere Server |
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Path of Earth | ||||
Crystal Shield | ||||
Clvl: | Spell Name: | Effect: | ||
1 | Amethyst Shield | +13 AF, self-only | ||
3 | Amethyst Shield II | +21 AF, self-only | ||
5 | Ruby Shield | +29 AF, self-only | ||
9 | Ruby Shield II | +45 AF, self-only | ||
13 | Cobalt Shield | +61 AF, self-only | ||
18 | Cobalt Shield II | +81 AF, self-only | ||
24 | Emerald Shield | +105 AF, self-only | ||
31 | Emerald Shield II | +131 AF, self-only | ||
42 | Diamond Shield | +161 AF, self-only | ||
Terra-Strike | ||||
4 | Minor Earthen Power | Adds 1.6 Dmg. per sec. | ||
8 | Earthen Power | Adds 2.5 Dmg. per sec. | ||
11 | Greater Earthen Power | Adds 3.1 Dmg. per sec. | ||
15 | Minor Earthen Burst | Adds 3.9 Dmg. per sec. | ||
20 | Earthen Burst | Adds 5 Dmg. per sec. | ||
26 | Greater Earthen Burst | Adds 6.3 Dmg. per sec. | ||
34 | Earthen Fury | Adds 7.9 Dmg. per sec. | ||
44 | Greater Earthen Fury | Adds 10 Dmg. per sec. | ||
Path of Earth Specialization: Abrasion | ||||
Earth Summon | Pets last 30 seconds, attack one target | |||
Slvl: | Spell Name: | Effect: | ||
1 | Call Minor Earth Elemental | Summon Temporary Pet | ||
7 | Call Lesser Earth Elemental | Summon Temporary Pet | ||
12 | Call Earth Elemental | Summon Temporary Pet | ||
20 | Call Potent Earth Elemental | Summon Temporary Pet | ||
32 | Call Mighty Earth Elemental | Summon Temporary Pet | ||
Abrasive Carapace | ||||
2 | Skin of Dust | Absorb a single hit, self only | ||
10 | Skin of Sand | Absorb a single hit | ||
18 | Skin of Earth | Absorb a single hit, for all in group |
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26 | Skin of Rock | Absorb a single hit, for all in group Every 10 seconds |
||
35 | Skin of Stone | Absorb a single hit, for all in group Every 8 seconds |
||
45 | Skin of Diamond | Absorb a single hit, for all in group Every 6 seconds |
||
Earth Force | ||||
3 | Minor Friction | -16% Attack Speed | ||
8 | Lesser Friction | -19% Attack Speed | ||
14 | Friction | -22% Attack Speed | ||
21 | Major Friction | -25% Attack Speed | ||
28 | Greater Friction | -29% Attack Speed | ||
37 | Superior Friction | -33% Attack Speed | ||
47 | Paralyzing Friction | -38% Attack Speed | ||
Path of Ice | ||||
Ice Blast | ||||
Clvl: | Spell Name: | Effect: | ||
1 | Minor Ice Cloud | 5 Direct Dmg | ||
2 | Ice Cloud | 9 Direct Dmg | ||
3 | Greater Ice Cloud | 14 Direct Dmg | ||
6 | Potent Ice Cloud | 26 Direct Dmg | ||
9 | Lesser Glittering Ice Cloud | 37 Direct Dmg | ||
13 | Glittering Ice Cloud | 49 Direct Dmg | ||
17 | Major Glittering Ice Cloud | 65 Direct Dmg | ||
24 | Minor Ice Blast | 89 Direct Dmg | ||
33 | Ice Blast | 120 Direct Dmg | ||
41 | Potent Ice Blast | 148 Direct Dmg | ||
50 | Major Ice Blast | 180 Direct Dmg | ||
Gelid Cage | Single Target Movement Debuff (root) | |||
5 | Lesser Cold's Bitter Grip | 16 sec. speed reduction | ||
10 | Cold's Bitter Grip | 23 sec. speed reduction | ||
16 | Greater Cold's Bitter Grip | 30 sec. speed reduction | ||
20 | Lesser Fingers of Ice | 38 sec. speed reduction | ||
30 | Fingers of Ice | 49 sec. speed reduction | ||
39 | Greater Fingers of Ice | 60 sec. speed reduction | ||
49 | Anchor of Ice | 72 sec. speed reduction | ||
Path of Ice Specialization: Refrigeration | ||||
Arctic Rift | Adds a 30 second snare, 33% slow | |||
Slvl: | Spell Name: | Effect: | ||
2 | Frost Blast | 9 Direct Damage with snare | ||
5 | Chilling Blast | 21 Direct Damage with snare | ||
9 | Frigid Blast | 37 Direct Damage with snare | ||
13 | Snow Blast | 49 Direct Damage with snare | ||
17 | Ice Blast | 65 Direct Damage with snare | ||
24 | Winter Blast | 89 Direct Damage with snare | ||
33 | Auroral Blast | 120 Direct Damage with snare | ||
41 | Hibernal Blast | 148 Direct Damage with snare | ||
50 | Arctic Blast | 180 Direct Damage with snare | ||
Ice Summon | Pets last 25 seconds, attack one target | |||
1 | Summon Minor Ice Spirit | Summon Temporary Pet | ||
7 | Summon Lesser Ice Spirit | Summon Temporary Pet | ||
13 | Summon Ice Spirit | Summon Temporary Pet | ||
18 | Summon Aged Ice Spirit | Summon Temporary Pet | ||
25 | Summon Elder Ice Spirit | Summon Temporary Pet | ||
Plains of Winter | 6 foot AoE root | |||
4 | Field of Frost | 15 sec. speed reduction | ||
10 | Field of Slush | 23 sec. speed reduction | ||
16 | Field of Snow | 30 sec. speed reduction | ||
20 | Field of Ice | 36 sec. speed reduction | ||
30 | Floe of Snow | 49 sec. speed reduction | ||
39 | Floe of Ice | 60 sec. speed reduction | ||
49 | Expanse of Ice | 72 sec. speed reduction | ||
Path of Air | ||||
Bolstering Wind | ||||
Clvl: | Spell Name: | Effect: | ||
6 | Minor Bolstering Gust | +18% attack speed | ||
9 | Bolstering Gust | +19% attack speed | ||
14 | Major Bolstering Gust | +22% attack speed | ||
21 | Minor Bolstering Storm | +25% attack speed | ||
28 | Bolstering Storm | +29% attack speed | ||
38 | Major Bolstering Storm | +34% attack speed | ||
49 | Greater Bolstering Storm | +39% attack speed | ||
Wind of Speed | ||||
8 | Minor Brisk Wind | +24% Group Running Speed | ||
16 | Brisk Wind | +32% Group Running Speed | ||
20 | Minor Lissome Wind | +39% Group Running Speed | ||
27 | Lissome Wind | +47% Group Running Speed | ||
36 | Major Lissome Wind | +54% Group Running Speed | ||
Path of Air Specialization: Vapormancy | ||||
Air Summon+ | Pets last 20 seconds, attack one target | |||
Slvl: | Spell Name: | Effect: | ||
1 | Call Lesser Air Sprite | Summon Temporary Pet | ||
7 | Call Minor Air Sprite | Summon Temporary Pet | ||
12 | Call Air Sprite | Summon Temporary Pet | ||
20 | Call Potent Air Sprite | Summon Temporary Pet | ||
32 | Call Mighty Air Sprite | Summon Temporary Pet | ||
Roiling Winds | ||||
4 | Minor Confusing Gust | 10 sec. Mesmerize, 5 foot radius | ||
13 | Confusing Gust | 14 sec. Mesmerize, 5 foot radius | ||
21 | Major Confusing Gust | 18 sec. Mesmerize, 5 foot radius | ||
30 | Minor Confusing Wind | 23 sec. Mesmerize, 5 foot radius | ||
39 | Confusing Wind | 27 sec. Mesmerize, 5 foot radius | ||
49 | Confusing Storm | 32 sec. Mesmerize, 5 foot radius | ||
Air Blast | ||||
2 | Blasting Breeze | 11 Direct Dmg | ||
5 | Blasting Gust | 26 Direct Dmg | ||
8 | Blasting Winds | 41 Direct Dmg | ||
11 | Blasting Gale | 51 Direct Dmg | ||
16 | Blasting Squall | 77 Direct Dmg | ||
22 | Blasting Storm | 103 Direct Dmg | ||
28 | Blasting Cyclone | 133 Direct Dmg | ||
35 | Blasting Tempest | 164 Direct Dmg | ||
45 | Blasting Maelstorm | 210 Direct Dmg |