Singularity
Singularity
Attain elemental singularity by remaining in an attunement for a period of time. Upon attaining singularity, you may overload the attunement to your vicinity. Gain access toOverload Fire
Overload. Unleash your flames, granting might to allies and burning enemies. Finishing the cast creates a tornado that continues to grant might and burn foes. Using this skill causes the attunement to have a longer recharge.Deals damage every second; stacks intensity.
Increased outgoing damage; stacks intensity.
Overload Water
Overload. Create a surge of accumulated water magic, healing and cleansing allies. When the cast ends, heal the area and apply regeneration. Using this skill causes the attunement to have a longer recharge.Gain health every second; stacks duration.
Endurance regeneration increased by 50%; stacks duration.
Chill foes that strike you (only once per second for each attacker); incoming damage is reduced by 10%.
(Only if
Unstable Conduit is selected)
Overload Air
Overload. Use your air magic to summon a nimbus that repeatedly strikes nearby enemies. When this ability is complete, imbue your allies with electricity and create a lingering static region that strikes enemies at the same interval. Using this skill causes the attunement to have a longer recharge.Your next attack delivers a lightning strike.
Damage and condition damage taken are increased; stacks intensity.
Stun nearby attacking foes with an electric shock (only once per 2 seconds for each attacker).
(Only if
Unstable Conduit is selected)
Overload Earth
Overload. Ride your stored earth magic around, granting protection to other allies you move over and crippling enemies, then deliver a final immobilizing blast of power to the area, leaving behind a dust cyclone that delivers the same effects as the overload. Using this skill causes the attunement to have a longer recharge.Movement speed decreased by 50%; stacks duration.
Deals damage every second; stacks intensity.
Unable to move; stacks duration.
Incoming strike damage decreased by 33%; stacks duration.
Cannot be knocked down, pushed back, pulled, launched, stunned, dazed, floated, sunk, feared, or taunted.
Reflect projectiles with magnetic energy.
(Only if
Unstable Conduit is selected)
Cannot be knocked down, pushed back, pulled, launched, stunned, dazed, floated, sunk, feared, or taunted.
(Only if
Harmonious Conduit is selected; Replaces fact 8)