Zojja: Famed elementalist and former member of Destiny’s Edge.
“Where does he get those wonderful toys?” – The Joker, Batman
Elementalist Profession Series Part 2
In the first installment of the series I talked about the weapon skill bar with the intent of giving you, the reader, a sense of what each weapon and attunement felt like to wield. Today I will be talking about the utility skill bar, which allows for a lot of versatility in play style and complements the strengths and weaknesses of the weapon skill bar. My goal for this article is to give you a quick and dirty understanding of the different types of utility skills, make a case for when to use which ones, and offer a bit of advice on how to maximize the benefit of many of these skills by using traits. Follow along below for more information.
Good ol’ Master Bronk taught me the benefits of superior firepower. He liked to say, “When it comes to besting the enemy, there’s no such thing as overkill.” – Asura Biography
Elementalist Profession Series Part 1
So…you are considering making an elementalist in GW2? You wanna control the weather, eh? Make things go *BOOM* *ZAP* *SPLASH* and *CRUNCH*? This article series can help with that decision. In this first installment, I plan to talk briefly about the history of the profession from GW1, race-specific skills that complement the profession, attunements, and weapon skills; all of which are important to consider from levels 1-30 or so (the history lesson is a bonus).
What this article series is: This series is meant to be a quick and dirty guide and advice column about the elementalist profession. I hope to promote discussion and encourage people to play this fun and versatile profession. This is primarily written for PvE gameplay.
What this article series is not: This is NOT a comprehensive strategy guide on how to play the elementalist profession. It does not include a list of all of the skills/traits with commentary. It does not discuss PvP strategy.
I can be long winded in my articles, but I’m also a big fan of tl;dr, so I’ll include that at the end of each section.
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.
Rather than swap weapons to adjust to new situations, the multi-faceted elementalist quickly adapts to new threats by attuning to different elements as needed. When the elementalist attunes to any of the four elements, she receives intrinsic bonuses that continually empower her.
With FIRE attunement, the elementalist can inflict scorching damage on multiple enemies by turning the ground to fire or raining down molten rock from the skies. Why kill just one enemy when you can burn them all? Just by attuning to fire, the elementalist automatically causes flame damage to any foe foolish enough to touch her.
When the elementalist attunes to AIR, she can harness wind and lightning to target specific foes with focused, high-damage attacks. Dazzling bolts of lightning rip from the elementalist’s fingertips, and brilliant flashes of light blind her enemies. When an elementalist attunes to air, nearby enemies are continuously pelted with lightning strikes.
WATER attunement forgoes the raw damage of air and fire, in favor of controlling an opponent’s movement. By creating slippery ice or freezing foes solid, water attunement ensures that the battle is always fought on the elementalist’s terms. Nearby allies receive continuous healing from an elementalist who is attuned to water.
In the most dangerous situations, the elementalist relies on the powerful defense of EARTH attunement. An earth elementalist uses the ground under her feet to defend herself and her allies, turning flesh to stone, destabilizing foes with seismic shocks, and destroying threats with volcanic eruptions. Earth attunement automatically confers magical protection to the elementalist.
Elementalists have a number of special spell types:
Glyphs—These arcane spells enhance or modify the natural power of the elementalist. She uses the Glyph of Elemental Power to increase the damage, range, and duration of her spells.
Signets—Signets provide an ongoing benefit to the elementalist, but can also be activated for a greater effect. An elementalist equipped with the Signet of Earth has increased damage resistance, but activating the Signet sends out a wave of stone, stunning nearby enemies.
Conjure Spells—The elementalist uses Conjure spells to summon useful items and potent weapons that she or other party members can use. For instance, she uses Conjure Flame to create a fiery rock to hurl at the enemy.
Area Spells—Using Area spells, the elementalist creates hazards and mayhem all over the field of battle. The elementalist fires lava arrows in a cone-shaped blast or creates walls of fire that scorch any enemies passing through.
The elementalist has four elemental attunements that they can tap into. These attunements are represented by four skills that are located on the bar above their normal skills. When an elementalist switches attunements, the first five skills on their bar will change. These five skills are based on the elementalist’s attunement and their current weapon, so that a fire-attuned elementalist will have different skills when he wields a staff than when he wields a scepter or focus. In addition to changing the elementalist’s skills, attunements also work like a normal skill and provide an ongoing effect.
Scepter (Main Hand) — Scepter skills specialize in close range combat.
Dagger (Main Hand) — Main hand daggers are fast and focus on medium range spells.
Staff (Two Handed) — Staves are slow casting long range weapons.
Dagger (Off Hand) — Off hand daggers specialize in powerful medium range abilities.
Focus (Off Hand) — Skills on a focus are powerful close range abilities.
Personal story During character creation, elementalist characters must decide which of the four elements they prefer the most.