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.
Range: 180
Recharge: 20s
StunBreak
Pulse Damage
Pulse Damage
Burning (3s):
Deals damage every second; stacks intensity.
2×
Might (16s):
Increased outgoing damage; stacks intensity.
Duration: 5s
Interval: 1s
Combo Field: Fire
Combo Finisher: Whirl
(100%)
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.
Recharge: 20s
StunBreak
Healing: +392
Healing Power
Final Heal: +3220
Healing Power
Regeneration (8s):
Gain health every second; stacks duration.
Vigor (5s):
Endurance regeneration increased by 50%; stacks duration.
Conditions Removed per Pulse: 1
Interval: 1s
Radius: 360
Water Attunement Recharge: 20s
Number of Allied Targets: 10
Number of Allied Targets: 5
Frost Aura (4s):
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.
Range: 360
Recharge: 20s
StunBreak
Damage
Static Charge (10s):
Your next attack delivers a lightning strike.
Vulnerability (10s):
Damage and condition damage taken are increased; stacks intensity.
Radius: 360
Attack Interval: 1s
Number of Targets: 3
Combo Field: Lightning
Field Duration: 4s
Shocking Aura (4s):
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.
Recharge: 20s
StunBreak
Damage
Crippled (3s):
Movement speed decreased by 50%; stacks duration.
Bleeding (9s):
Deals damage every second; stacks intensity.
Immobile (4s):
Unable to move; stacks duration.
Protection (1s):
Incoming strike damage decreased by 33%; stacks duration.
3×
Stability (4s):
Cannot be knocked down, pushed back, pulled, launched, stunned, dazed, floated, sunk, feared, or taunted.
Interval: 1s
Storm Duration: 4s
Radius: 240
Number of Targets: 10
Number of Targets: 5
Combo Finisher: Blast
(100%)
Magnetic Aura (4s):
Reflect projectiles with magnetic energy.
(Only if Unstable Conduit is selected)
4×
Stability (4s):
Cannot be knocked down, pushed back, pulled, launched, stunned, dazed, floated, sunk, feared, or taunted.
(Only if Harmonious Conduit is selected; Replaces fact 8)