Tuesday, January 8, 2013

Elementalist Overview

The elementalist channels natural forces of destruction, making fire, air, earth, and water do her bidding. What the elementalist lacks in physical toughness, she makes up for in her ability to inflict massive damage in a single attack, dropping foes from a distance before they can become a threat. Yet, despite her incredible offensive potential, versatility is what makes the elementalist truly formidable.
-from GuildWars2.com

The elementalist is versatile spell-caster with a wide array of spells at their disposal. By attuning to different elements, an elementalist gain certain bonuses and can utilize a variety of skills sets with a single weapon type. While elementalists have skills capable of inflicting damage at short and long range, they excel at dealing large amounts of damage over long distances.

Armor
The elementalist is one of 3 scholar professions (along with the Necromancer and Mesmer), meaning they wear light armor.

Weapons
Main Hand weapons available:
Scepter - fast-casting, close-range skills
Dagger - fast-casting, medium-range skills
Off Hand weapons available:
Focus - high-damage, close-range skills
Dagger - high-damage, medium-range skills
Two-Handed weapons available:
Staff - slow-casting, long-range skills
Aquatic weapons available:
Trident

Attunements give elementalists access to four times as many skills with a certain weapon, and as a result, they are the most limited in the kinds of weapons they can use. Different weapons also excel at performing at various ranges. Unlike other professions, an elementalist cannot swap weapon sets during combat, so weapon choice outside of combat is important.

Elemental Attunements
Elementalists have four elemental attunements: fire, water, air, and earth. Each of these attunements will change skills 1-5 on the hotbar, and the attunements themselves are bound to the F1-F4 keys. The act of changing attunements will also grant passive bonuses and effects, depending on the attunement and certain traits. Changing attunements will also put all four of them on a recharge, with the last-used attunement being on a longer recharge. Like other professions, the first five skills are also dependent on what type of weapon is equipped.

Glyphs
These skills modify or enhance some of the elementalist's abilities. Glyphs have a wide range of effects, and some even have healing abilities or revive allies. For example, the Glyph of Elemental Power increases the chance for spells to inflict conditions and debuffs.

Conjure Spells
Each of these Utility skills summon two elemental weapons that can be used by the elementalist and her allies. These environmental weapons will change the first five skills of the wielder, based on the elemental weapon used. Because these skills always create two copies of the weapon, they are best used with other players. For example, Conjure Lightning will create a Lightning Hammer for the elementalist and one on the ground for allies to pick up.

Cantrips
These Utility skills are largely more PvP-focused, increasing the elementalist's mobility and mitigating damage or conditions. According to the official site, these spells work through tricks, sorcery, and charms. These skills only affect the caster, so they are more suited for solo play, or combat against multiple enemies or enemies with more armor or health. For example, Cleansing Fire will remove conditions, break a stun, and burn nearby foes.

Auras
These protective spells are weapon skills, meaning they are associated with a specific attunement and weapon type. They either passively inflict damage and conditions to nearby foes or help mitigate incoming damage. Like Cantrips, these skills only target the elementalist, so they are more suited for solo play, or combat against tougher enemies. For example, Magnetic Aura reflects incoming projectiles.

Arcane Spells
These Utility skills make use of magical energy that is unrelated to the four attunements. Arcane spells are capable of dealing large amounts of damage through critical hits. For example, Arcane Power allows your next few attacks to deal critical damage.

Trait Lines
Fire Magic - focuses on fire spells and the Burning condition (increases Power and Expertise).
Air Magic - focuses on air spells and movement (increases Precision and Prowess).
Earth Magic - focuses on earth spells, boons, and conditions (increases Toughness and Compassion).
Water Magic - focuses on water spells, recharge times, and condition removal (increases Vitality and Concentration).
Arcane Power - focuses on changing elemental attunements (increases Malice and Cunning).

For more info on the effects of different attributes, check out this article. General information about Traits and Trait Lines can also be found here.

Complete lists of Skills and Major & Minor Traits coming soon!

By Mothyames
http://www.guildwars2journal.com/_/gw2-class-guides/elementalist-guides/professions-elementalist-overview-r150

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