User:Gorani/AllEle01

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Gorani's alternative Elementalist page - wiki things & personal items arranged differently[edit]

Air is the source of all life. It is invisible, and yet it can destroy whole villages. Water, whether frozen or flowing, is life, and its currents run deep in us. The hunger of flames and their burning destruction demand respect. Fire immolates and clears the path for new growth. Earth is the foundation that supports all life. Stone fortifies us. Rock grounds us.

Profession questions

An overview of the Elementalist[edit]

The elementalist is a spellcasting scholar profession (together with the Mesmer & Necromancer)that is able to attune at will to the different elements, thereby changing the spells they have available to cast. This unique ability to attune to different elements using special skills is the exclusive game mechanic for this class. There are four attunement skills in total, representing the elements of fire, air, earth and water. When one of these attunement skills is activated, the first five skills on the skill bar change to reflect the action. These attunement skills can be used in combat situations, allowing players to effectively switch from four different sets of skills. The flexibility of switching between attunements means as well that the elementalist is restricted to only one weapon set in combat as a downside. During character creation, elementalist characters must decide which of the four elements they prefer the most. This choice might change the personal storyline of the character played, like other decisions, but it is unconfirmed at the moment.

User Gorani BannerPic01.jpg

List of attunements[edit]

  • Air Attunement.png Air Attunement — While active, strikes nearby foes with lightning bolts and gives access to air and lightning skills focusing on single-target high-damage skills or blinding foes.
  • Earth Attunement.png Earth Attunement — While active, increases the caster's magical protection and gives access to earth skills focusing on defending allies and self.
  • Fire Attunement.png Fire Attunement — While active, deals fire damage to anyone touching the caster and gives access to fire skills focusing on area of effect skills and burning foes.
  • Water Attunement.png Water Attunement — While active, heals nearby allies and gives access to water skills focusing on slowing enemies' movement and healing allies.

When an elementalist decides to change an attunement, the element enters a short phase of recharge. Like with skills, the player has to wait before he can change back to that attunement. The time it takes to recharge was changed during the past demos, so no final downtime is available right now.

Abilities of the Elementalist (Skills & Traits)[edit]

Elementalist skill bar screen shot.

Special skill types[edit]

  • Area of effect skills — these skills affect a specific area or area of target to create hazards and mayhem in battle. White outlines of that area represent beneficial effects, red outlines damaging effects.
  • Charge Skills — these skills are held down - the longer the hold, the more impressive the attack upon release.
  • Conjure spells — summon useful items and potent weapons that the elementalist and other allies can use. No other profession has this ability in the game.
  • Glyphsutility skills which enhance or modify the natural power of the elementalist. No other profession has this ability in the game.
  • Signets — signets provide a passive ongoing benefit to the elementalist, but can also be activated for a greater effect.

Skills used[edit]

Traits[edit]

The elementalist has one general trait line: Arcane. They have lines for each attunement: Earth Magic, Air Magic, Water Magic, and Fire Magic. They also have lines for each of the weapons they can wield. An elementalist might find traits through the study of ancient tomes or particularly powerful elemental locations.

Equipment used by the elementalist[edit]

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Armor[edit]

The elementalist is a scholar profession and thus wears light armor. Light armor is associated with the crafting profession of Tailor. To be self sustained tailor is a good choice for one of the two available active crafting professions.

Weapons[edit]

The elementalist uses all of the magical weapons. Most of this profession's weapons are associated with the crafting profession of Artificer. Again, becoming an artificer is a reasonable choice for an elementalist's crafting profession.

  • Two-handed
    • Staff — can cast different AoE spells with direct or lasting effects.
  • Main-hand
    • Scepter — casts various single and multiple target, medium range spells.
    • Dagger — emphasizes close range spells as well as self-defense.
  • Off-hand
    • Focus — provides powerful close range abilities suitable for cross profession combinations.
    • Dagger — provides supportive spells in form of energy shields, healing geysers and defensive AoE effects.
  • Aquatic
    • Trident — long range magical weapon for manipulating attuned elements underwater.

Although the elementalist has access to only one weapon set during combat, they effectively have the ability to switch between four different skill sets by changing attunements. There are five possible weapon sets, giving a total of twenty when changing attunements. While underwater, they have access to the trident only, offering four weapon sets when changing attunements. Before entering combat the elementalist has the choice to take action from the back line (using a Staff), move around and position himself on the battlefield (Scepter+Dagger or Dagger+Focus for a combination of midrange and short range skills) or be eye to eye with the enemy in the front line (Scepter+Focus). An elementalist can not switch weapons during combat, as they have only one weapon slot.

Back line ==> Staff ==> "Scepter + Dagger" ==> "Scepter + Focus" or "Dagger + Dagger" ==>  "Dagger + Focus" ==> Front line

An elementalist chooses his effective range with his weapons and has to position himself according to that (e.g. to hit a foe with Dragon Claw, which is a Dagger skill, he has to get closer that to launch a Fireball, which is tied to the Staff). This choice has to be made before entering combat.