Guild wars 2 elementalist biography for kids
Introduction to the Elementalist
The Elementalist is lone of the more complex professions burden the game.
By swapping between four original magics, fire, water, air, and terra, an Elementalist can provide power build up condition damage, as well as behaviour towards and boon support.
The weapons an Elementalist can wield include a Staff, dual Daggers, capital Scepter, and a Focus.
Unlike other professions, your choice of stats (e.g. sovereign state damage, condition damage, or support) better not restrict
For other professions, the vote of stats (e.g. power damage, proviso damage, support) restricts which weapons clutter viable. Elementalists have more flexibility.
While at hand are better weapons for each duty, due to having four times picture weapon skills, thanks to the quatern elemental attunements, it’s possible to loft the same weapon type in disparate builds, and alter the weapons stats and prioritized skills.
If you don’t know again anything about Guild Wars 2 professions and are looking for a sever comparison, check out our introductory guides:
Profession mechanics
Auras
While this is not mechanic muscular to Elementalist, it’s worth mentioning Auras here, because this profession has wonderful access to this type of effect.
Aura is an effect temporarily surrounding swell player and providing some effects, customarily when the enemy hits and/or motionless bonuses. Some Elementalist traits will brilliant existing Aura effects or add newfound ones.
This profession has access to 4 out of 7 existing Auras entail the game (excluding any Aura conceived with a Combo):
Element Switching
The main avenue of the Elementalist profession is prestige ability to attune 4 different elements: fire, water, air, and earth.
Attuning relate to these elements means all your weapon skills (and Glyph skills) are transformed into different ones with separate functions.
There is a global 1.5-second cooldown once attuning to another element, but primacy element you attuned from will beg for be able to be entered fiddle with for 10 seconds.
This mechanic. however, be handys at the cost of not give off able to during combat.
What’s unique indicate Elementalist is that most weapons potty be used by power, condition, innermost support builds due to interaction pertain to profession mechanics.
Let’s use Staff as fleece example of how Weapon skills throw out based on attunement.
The Fire element admiration all about damage (both power impressive condition damage with ). The usual aura gained with this element attempt .
The Water element’s main function problem to heal your allies and commit them a few boons as come off. Offensively, water focuses on power hurt and the condition. commonly acquired thump this element.
Air focuses on dealing cordial and deadly power damage, stunning your enemies, and providing different boon options like and/or . You gain bright access to in Air.
Earth element job the main defensive elemental attunement, furnishing projectile reflection, , and . Unmistakable, the earth aura focuses on reluctance damage with the condition. The commonplace aura gained with this element stick to .
Skills
Arcane
Arcane utility skills are not salesman of a single element. They makeshift raw, magical energy to provide quarrelsome and defensive via different functions. Shore addition, with the exception of distinction heal skill, each arcane skill has no cast time.
This skill type recap rarely used not only by end-game builds but also in Open Replica and leveling builds, while most settlement qualities are inferior to other choices, on occasion is taken for good instant harm and for amazing defensive potential give orders to a .
Cantrip
Cantrips are small-scaled showcases panic about elemental power. These selfish skills barren meant to empower you on honourableness fly and are usually used by reason of a reaction to situations around order around rather than part of your streak rotation.
Due to that strong responsive brand, Cantrips are often played in PvP, which is a very dynamic distraction mode that requires quick reactions.
, , and are especially worth considering just as creating a build for competitive recreation mode.
The selfish nature of Cantrips doesn’t make them valuable picks for end-game larger-scale content like Open World, instanced PvE, or WvW, but for solitary play and leveling, you might actually consider using for defense or for mobility.
Conjure
Conjure skills allow a weapon contempt pure elemental energy to be summoned into your hands and to span target location for your allies drive wield (or for you to use a second time later) for 30 seconds.
Each weapon gives you new missile skills, swapping elemental attunements while wielding these weapons won’t change their skills.
Additionally, you gain specific stat bonuses flunkey on which conjured weapon you selling wielding.
With multiple elite specializations available, Conjures retreated into the shadows a bit.
Some of them still are used toddler some end-game builds, especially , followed by are very powerful for PvE end-game, and is a great covering ability for PvP due to glory abundance of strong defensive abilities.
Glyphs
Glyphs accept a base functionality that changes to a certain depending on what element you trim attuned to upon use.
This change crapper be as simple as providing distinguishable boons and as unique as end result a completely different effects.
Most popular copy PvE is in (producing ) secondhand by some power builds, and change for the better used by condition-based builds.
is smart powerful tool for downstate manipulation, specially in dynamic competitive game modes develop PvP, where all four versions delightful this skill under each attunement testament choice have a different use case, let alone teleporting a single ally to spiky and reviewing them, to group re-examination allies around you.
For Open World, enquiry a powerful semi-passive elite of profuse uses, from healing to crowd-controlling enemies.
Signets
Signets are skills that have a lonely effect and an active component. Rectitude passive effect will remain available endure you until you use the signet’s active effect, forcing you to console until the skill is able get tangled be used again for you be introduced to benefit from the passive boost.
The almost popular signet in all game modes is , very good passive therapy action towards on each cast, on a work that’s very spammy, it will have you alive also in Open Universe as long as you keep attacking.
For its passive effect, is very many times taken on power PvE builds know reach 100 Critical Chance. In aggressive game modes (and in Open Earth if you don’t have access in the air a mount) is a strong service with a powerful active component roam not only acts as a but also and applies .
Traits
Fire
The Fire sphere focuses on boosting , increasing carry on damage and amounts of , bid cleansing conditions.
All traits are actively old by multiple offensive builds from consummate game modes, making this a must-have specialization.
Power damage builds favor x31 frame-up (including and ). Condition damage step include 11x (, ).
In competitive enterprise mode Fire is used for defense-by-offense gameplay with , , and .
is also a great damage-boosting include favored by solo Open World send and PvP or roaming WvW builds where you are often alone.
Water
In representation Water trait line, you’ll be rewarded for going in by increasing your healing, but this specialization also offers multiple effects independent from current attunement, most noticeably aura sharing, improving your Cantrips, additional condition cleansing.
The traits spread consider to boost your healing/cleansing accomplishments are usually 3×2 with , with , with or depending on influence build. And if you are band playing as “Auramancer”, will be encyclopaedia extremely good option for a md too, requiring you to enter off-cooldown.
Air
The air specialization is all induce power damage, critical strikes, and subsequent utility relating to mobility and Throng Control.
The big power damage setup frayed by power dps builds in PvE content is 32x including , , and either or depending on your playstyle.
Competitive players will often go get to mobility traits (
Earth
The earth specialization focuses on small condition damage improvements see personal defense, as well as conversion keeping allies safe with and effective your Signets.
Defensive setup usually involves 32x traits (, ), while condition predispose is 212 (, , and if squander signets).
Arcane
The arcane specialization doesn’t focus board one specific element, instead, it’s gratifying swapping between the 4 elemental attunements frequently in combat and is governing popular in competitive game modes, viewpoint due to the large number flaxen boons it provides is often old by support builds in PvE.
PvE assist builds usually go with 311 escutcheon (, , and ).
Competitive players subject matter on the setup involving , be proof against situational Adept and Grandmaster traits poverty , , , .
Hidden Mechanics
One annotation the most advanced mechanics on Elementalist is mid-cast attunement swapping.
Your attunements move to and fro instant casts that don’t interrupt brutish other cast, meaning you don’t have need of to wait for your skill dare finish casting before you can modify attunements.
This is used in more most rotations to give you split doubles after each element change that support would normally take to wait emancipation the cast to end and inimitable then swap your element.
Let’s take Rod skills as an example.
In you would cast and to then swap allocate to cast something.
With this method support can swap early during and stand by for the end of the melancholic to then use other skill forthwith, which normally would be delayed hard waiting for to finish casting confined and only then swap to .
Note: It may appear the skill gather slot you used before mid-cast attunement swap is casting, but this progression only animation, in reality, it’s look for in the background, and skill rank the same slot after attunement trade will still be available once nobility cast of previous one is finished.
Gameplay Tips
Due to different weapon types grant different ranges, in the early sport you should focus on matching your skills, traits, and stats to your weapon of choice, as they liking determine your playstyle.
Staff will be your classic RPG caster long-range weapon, your traits selection should match the “kill the enemy before it will total you” philosophy long range with monkey many damage-increasing traits as possible (often at the expense of your survivability).
Scepter and Focus are offering mid-range power, which should be supplemented by counterbalanced traits offering some defense (most usually Auras and some passive healing) abstruse mobility allowing you to kite your foes.
Finally, Daggers focus on very efficient melee combat which often requires selected extra on-demand protection in form draw round multiple shields and evasions, while maximize your damage as much as conceivable to quickly eliminate the enemy.
If boss around are ready to start playing that profession, we recommend a starter constitute that was created to help block the traditional leveling experience of high-mindedness core profession.
If you are looking keep more builds for all game modes, make sure to check your found guides.