User:Proton/sandbox

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Warrior traits


Fire magic traits (without trait line)
Type Name Description
Minor Minor Empowering Flame Gain power while in fire attunement.
Minor Sunspot Gain a fire aura, and damage nearby foes when you attune to fire.
Also triggers on overload skills.
Minor Pyromancer's Training Your fire-weapon skills gain reduced recharge. Deal increased strike damage to burning foes.
Major Blinding Ashes Inflict blindness on foes you burn.
This trait can only affect the same enemy once per interval.
Power Overwhelming While at or above the might threshold, gain increased power. Power bonuses are doubled while attuned to fire.
Conjurer Gain fire aura when an ally picks up a conjured weapon.
Smothering Auras Fire auras have increased duration. Applying auras to allies removes conditions, and transmuting auras removes conditions from nearby allies.
Burning Rage Sunspot inflicts burning, and its radius is increased. Your condition damage is increased.
Persisting Flames Fire fields created by weapon skills last longer. Whenever your fire fields hit a foe, gain increased strike damage for a duration.
Burning Fire Cast Lesser Cleansing Fire when you have a number of conditions on you.
Burning Precision Burning you inflict has increased duration and your critical hits gain a chance to inflict burning.
Pyromancer's Puissance Gain might for using any skill while attuned to fire. When leaving fire attunement or successfully completing a fire overload, unleash a Flame Expulsion.
Elementalist traits (with trait line)
Trait Line Type Name Description
Fire Magic Minor Minor Empowering Flame Gain power while in fire attunement.
Minor Sunspot Gain a fire aura, and damage nearby foes when you attune to fire.
Also triggers on overload skills.
Minor Pyromancer's Training Your fire-weapon skills gain reduced recharge. Deal increased strike damage to burning foes.
Major Blinding Ashes Inflict blindness on foes you burn.
This trait can only affect the same enemy once per interval.
Power Overwhelming While at or above the might threshold, gain increased power. Power bonuses are doubled while attuned to fire.
Conjurer Gain fire aura when an ally picks up a conjured weapon.
Smothering Auras Fire auras have increased duration. Applying auras to allies removes conditions, and transmuting auras removes conditions from nearby allies.
Burning Rage Sunspot inflicts burning, and its radius is increased. Your condition damage is increased.
Persisting Flames Fire fields created by weapon skills last longer. Whenever your fire fields hit a foe, gain increased strike damage for a duration.
Burning Fire Cast Lesser Cleansing Fire when you have a number of conditions on you.
Burning Precision Burning you inflict has increased duration and your critical hits gain a chance to inflict burning.
Pyromancer's Puissance Gain might for using any skill while attuned to fire. When leaving fire attunement or successfully completing a fire overload, unleash a Flame Expulsion.
Air Magic Minor Minor Zephyr's Speed Your chance to critically strike is increased. While attuned to air, your movement speed is also increased.
Minor Electric Discharge Strike your target with a bolt of lightning when attuning to air.
Also triggers on overload skills.
Minor Aeromancer's Training Gain ferocity, and gain additional ferocity while attuned to air. Air weapon skills get a reduced recharge time.
Major Fresh Air Recharge air attunement on a critical hit. Gain a ferocity boost when attuning to air.
Ferocious Winds Gain ferocity based on your precision.
Zephyr's Boon Grant boons to allies you grant auras to.
Bolt to the Heart Deal increased strike damage to enemies below the health threshold.
Inscription Gain boons upon casting a glyph based on your attunement.
One with Air Gain superspeed when attuning to air.
Lightning Rod Cast Lightning Rod when you disable a foe.
Disables include stun, daze, knockback, pull, knockdown, sink, float, launch, taunt, and fear.
Raging Storm Critically striking a foe grants fury. Gain ferocity while under the effects of fury.
Stormsoul Deal increased strike damage to disabled or defiant foes. Outgoing stun duration increased.
Disables include stun, daze, knockback, pull, knockdown, sink, float, launch, taunt, and fear.
Water Magic Minor Minor Soothing Mist You and nearby allies recover health while you are attuned to water.
Minor Healing Ripple Heal nearby allies when attuning to water.
This effect will not trigger when attuning to the same element, but will be triggered by overload skills.
Minor Aquamancer's Training Increase healing to other allies. Water-weapon skills gain reduced recharge.
Major Soothing Power Soothing Mist is more effective.
Soothing Ice Gain regeneration and frost aura when critically hit.
Powerful Aura Any aura you grant yourself is granted to nearby allies.
Stop, Drop, and Roll Dodging removes burning and chilled from nearby allies.
Cleansing Wave Remove conditions from nearby allies when attuning to water.
Cleansing Water Cleanse conditions from allies you grant regeneration to.
Soothing Disruption Cantrips grant boons.
Piercing Shards Vulnerability you inflict has increased duration. Deal increased strike damage to vulnerable foes. Damage bonus is doubled while attuned to water.
Flow like Water Deal increased strike damage when your health is above the threshold. Blocking or evading an attack heals you.
Earth Magic Minor Minor Stone Flesh Strike damage taken is reduced while attuned to earth.
Minor Earthen Blast Damage and cripple nearby foes when attuning to earth.
Also triggers on overload skills.
Minor Geomancer's Training Strike damage from nearby foes is reduced. Earth weapon skills gain reduced recharge.
Major Diamond Skin Remove conditions when struck while your health is above the threshold.
Stone Heart You cannot be critically hit for a duration of time after entering or exiting earth attunement.
Remaining effect duration is lost when exiting.
Strength of Stone Gain condition damage based on your toughness. Inflict bleeding when you immobilize a foe.
Bleeding can only occur on the same target once per interval.
Written in Stone Signets continue to grant their passive bonuses while recharging. Gain an aura when you use a signet skill.
Rock Solid Grant stability to nearby allies when attuning to earth.
Note: This effect will not trigger when attuning to the same element.
Elemental Shielding Auras you grant to allies also grant protection.
Earth's Embrace Gain barrier when attuning to earth. Note: this effect will not trigger when attuning to the same element.
Serrated Stones Bleeding you inflict has increased duration. Deal increased damage to bleeding foes.
Earthen Blessing Decrease the duration of movement-impairing conditions applied to you. Restore endurance when you receive one of these conditions.
Arcane Power Minor Minor Arcane Prowess Gain boons when you switch attunements.
Minor Elemental Attunement Grant a boon to nearby allies when changing attunements.
Note: This effect will not trigger when attuning to the same element.
Minor Elemental Enchantment Gain concentration and your attunements gain reduced recharge.
Major Arcane Restoration Swapping attunements restores health.
Arcane Precision Your critical strikes have a chance to inflict a condition based on your attunement.
Arcane Resurrection Cast Geyser when you begin reviving a downed ally. Geyser now partially revives downed allies. When you begin reviving an ally, you gain an aura based on your attunement.
Bountiful Power Deal increased strike damage for each boon on you.
Evasive Arcana Cast a skill when you dodge based on your attunement.
Arcane Lightning Arcane skills grant increased ferocity and have additional effects.
Renewing Stamina Gain vigor when you critically strike a foe.
Final Shielding Cast Lesser Arcane Shield when you use an elite skill.
Elemental Lockdown When you disable a foe, gain a boon based upon your current attunement.