User:Gorani/AllEle03

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Gorani's Elementalist's secrets page[edit]

You will find all sort of information here that might be helpful for understanding the profession and tweaking your game play. Information on this page might be subjective, as I compile data and assess the information.

Boon project for Elementalists[edit]

This is a list of all the boons the Elementalist can create with his skills. Please not that at the time of creation wiki information about some boons is inconsistent.

Boon Icon Boon Description Summary
Vigor.png Vigor does increase maximum health This boon increases maximum health. Unlike in the original Guild Wars, no health is lost when the maximum health returns to its normal level, although the health is still capped to the current maximum health. The Elementalist has no skill or (known) trait right now that will apply this boon to him/herself or allies. The Ele is in good company with the Thief, Ranger and Necro, who also lack that ability. Guardians shine at creating all sorts of boons, they even have their exclusive ones. Warriors & Engineers can create a limited number of several boons.
Regeneration.png Regeneration heals for a small amount of health over a certain length of time When this boon stacks, the duration of the healing is extended, but not the amount of healing (according to the wiki). Currently it is unknown, how this information relates to the consumable regeneration boons you could buy at different potency levels at the last demo. This needs to be clarified in the future. The Elementalist has three skills that create this boon: Healing Rain, Glyph of Elemental Harmony (while attuned to Water) and the aquatic Heat Wave. The trait "One with Water" will also give yourself this boon (10sec). While you are attunened to Water, your nearby allies and yourself have the benefit of the regeneration boon (at least that's how it looks like on a Gamescom demo video you can find in the media thread at incgamers.com).
Swiftness.png Swiftness increases movement speed by 33% (passive effect from signet skills only 10%) This is the counter-mechanic to the cripple & chilled conditions and it lets you reduce its effects (17% or 33% movement reduction instead of 50% or 66%). Removing the condition will always be better than compensating with the boon. The Elementalist has four skills that can create this boon: Updraft, Windborne Speed, Glyph of Elemental Harmony (while attuned to Air) and Signet of Air (10%). The trait "Haste" grants the Elementalist swiftness when he/she is attuning. The Ele is on par with the Guardian at granting this boon. They share the number one spot among all professions.
Might.png Might increases damage This is the counter-mechanic to the weakness condition, which decreases the damage potential. The Elementalist has just one skill that creates this boon: Glyph of Elemental Harmony (while attuned to Fire). The trait "One with Fire" grants a 10sec might boon after attuning. Almost every class has one or two skills that grant the might boon.
Protection.png Protection improves defense This is the counter-mechanic to the vulnerability condition. If it works like the swiftness boon, removing the vulnerability condition will be the better option to try to counter it with the protection boon. The Elementalists has several skills that can grant this boon: Glyph of Elemental Harmony (while attuned to Earth), Ring of Earth and Signet of Earth (passive effect). The trait "Improved Armor of Frost" also grants protection to nearby allies, when the Elementalist is using that skill on him-/herself. While active Earth Attunement itself grants a protection boon to the Elementalist. Only the Guardian has more options to grant protection boons than the Elementalists.
Fury.png Fury increases your chance to score a critical hit There is just one skill that applies this boon acording to the GW2wiki: Signet of Fire. The Gamescom demos also show a fury boon on the Elementalist whenever he/she attunes to fire. Warriors are the main source of this boon in the game. The only other way the Elementalist can increase its chances to hit critical are weapon & armor upgrades or an attribute concentration on Precision.

Condition project for Elementalists[edit]

This is a list of all conditions the Elementalist can cause with his skills, including the Daze and Stun effects, which can not be removed with normal "condition removing skills", but require either special skills to counter or you to let the effect end on itself.


Condition Icon Condition Description Summary
Poisoned.png Poison A stackable condition that deals damage over time. The Elementalist has no skill for applying these conditions. This is a continuity from GW1, where the Ele lacks skills that cause poison, too. In GW2 the Necro remains the master of poison as he was in GW1
Fear.png Fear A condition that causes an enemy to run directly away from the player for a short period of time. The Elementalist has no skill for applying these conditions. The fear condition is new to GW2, but you could argue that the "AoE scare effect" is somehow similar, although undesired.
Bleeding.png Bleeding A stackable condition. Every stack causes damage per second. Ring of Earth, Rock Spray, Shockwave & Stone Shards will cause bleeding, all of them are part of the Earth Magic line of skills. Bleeding is new to the Elementalist in GW2. Although limited to three skills (Rock Spray is an aquatic skill), Earth Magic is now a source of degeneration for the Ele. The distribution of this condition among professions follows the path of GW1.
Burning.png Burning A stackable condition that deals damage over time. Burning Retreat, Burning Speed, Cleansing Fire, Fire Shield, Flame Burst, Flamestrike, Flamewall, Ring of Fire, Signet of Fire & Steam will cause burning. This condition is almost exclusively dealt by Fire Magic skills (Cleansing Fire being the exception) and no other profession can cause burning compared to the Elementalist. Since the GW2 Guardian combines some abilities of Monks & Paragons from GW1, this class gets a close 2nd place. Right now, burning is very strong compared to bleeding and a great source of DPS for the Elementalist. There are two known traits that effect buring: "Torchlight" (which reduces the duration of burns on you) and "Wave of Flame", which burns nearby enemies, when you attune to Fire.
Crippled.png Crippled A condition which decreases movement speed by 50% and prevents dodging. Churning Earth, Lava Chains, Unsteady Ground cause this condition. Fire & Earth Magic are home to those skills. Other GW2 professions have a lot more options to cause cripple, like in GW1. The GW1 Elementalist did not have a single cripple skill, but the hexes of Water Magic had an similar effect to movement speed (although most of them slowed 66% and not 50%, like cripple). The effect to take away the ability to manually doge (which, when successful is a full evasion of damage) makes the new cripple more powerful though.
Chilled.png Chilled It causes those affected by it to aquire a blue tint, have a 66% speed reduction and become unable to dodge. While chilled, skills already recharging will recharge at one third speed. Armor of Frost, Cone of Cold, Freezing Gust, Frozen Ground & Ice Shards are all part of the Water Magic line. The Elementalist is only rivaled by the Necromancer in dealing this condition (but two of their options are aquatic & down variants of skills). Chilled combines the effect of cripple with an even slower movement (66% => 50% slowdown) and induced a slowing of recharges, which is an effect only very few GW1 skills could do (Mesmer ones most of the time). With Conjure Frost, the Ele can create a weapon that causes the chilled condition, thereby helping other professions to acquire the ability to gain access to "chilled".
Immobile.png Immobilized A condition which hinders movement and prevents dodging. Frozen Burst, Grasping Earth, Magnetic Current, Shockwave & Signet of Earth will immobilize a foe (Nor sure if that is 90% slower or completely no movement) . All professions have very few skills that cause that. The list looks larger, but one is a downed skill, the other for aquatic combat. Most of them are from the Earth Magic line.
Weakness.png Weakness A condition that reduces damage dealt by 20%. The Elementalist has only one skill for applying this condition: Stoning from the Earth Magic line. This is a setback from GW1, where the Ele had three skills and the potential to cause AoE weakness within the Ward of Weakness. Most of the professions got their ability to induce weakness reduced, so the move to cut the ability seems OK (weakness also got stronger on casters, while making melees less vulnerable)
Vulnerability.png Vulnerability A condition which lowers the target's defense. The Elementalist has three skills for applying this condition: Lightning Touch, Ice Shards & Ice Spike from Air & Water Magic lines. Vulnerability is the GW2 version of "cracked armor". Therefore, the Ele got its options increased from one skill, to three.
Blinded.png Blind A non stacking condition that causes the target's next attack to miss. Blinding Flash, Lightning Strike, Lightning Surge, Murky Water, Signet of Air, Steam & Sandstorm can cause this condition. Most of the skills come from the Air Magic line. Blind is different in GW2. While it could shut down a physical attacker in GW1 for a while (90% chance to miss), it now acts on all attacks (including spells) and therefore is closer to some Mesmer skills of GW1. This condition make the Air Magic line the "shut down" line of the GW2 Elementalist.
Daze.png Daze An effect (no condition!) which interrupts and prevents the target from using skills for a period of time. Comet & Static Field are the two skills that can cause daze. As with "blind", the daze condition got a redesign too, as it is not the caster version of GW1 blind anymore, but affects all skills now. It is slightly stronger, as it works over a period of time.
Stun.png Stun An effect (no condition!) which interrupts, immobilizes, and incapacitates foes for a short duration. Lightning Cage and Shocking Aura can cause this condition. Both skills come from the Air Magic line. Stun kind of combines the immobilize & daze condition, which again contributes to the "shut down line" of Air Magic.

Movement project for Elementalists[edit]

This is a list of all movement altering skills the Elementalist has an can use either on him/herself or foes.


Movement Icon Movement Description Summary
User Gorani pull.png Pull Is an effect caused by some skills which shortens the distance between the user and the foe by drawing one of them to another At the current state of the game, the Elementalists has two skills that allow him to draw a foe closer to him: Magnetic Grasp and the aquatic Magnetic Current. Both of them are from the Earth Magic line of skills. Backdraft had this effect too, but it was removed from game. This way, the caster can not vary a lot, when he wants to have this skill effect.
User Gorani knockback.png Knockback Is an effect caused by some skills which physically pushes foes away from the player and interrupts them. Knockback is the opposite of the pull effect and does the additional effect of and interrupt. The Elementalist has four skills that create this effect: Gust (Scepter) and Water Trident (Staff), plus the two aquatic skills of Tidal Wave and Heat Wave. Therefore, only the Earth Magic line of skills does not have a Knockback skill.
User Gorani leap.png Leap Is a type of movement where the user rapidly moves forward a short distance. The definition "leap" is a little bit misleading, as all movement that moves yourself towards a foe in a direct line, whether running or jumping is called "leap" right now. The Ele has only one skill that does that, Burning Speed from the Fire Magic line. Considering the weak armor of the Elementalist, this sounds reasonable, compared to the Warrior that has four leap skills. Leap seems to be more offensive, while teleport/flash described below sounds more of defensive movement.
User Gorani flash.png Flash Is an effect which causes the user or target(s) to instantly move from one location to another. Right now, I assume the difference between leap and flash is the fact that you do not need to flash directly ahead of you and you might be able to teleport through obstacles as well. Please correct me, if you have the information about that. Flash is the field of Air Magic. All three skills, Lightning Flash (Utility), Ride the Lightning (Off.Dagger) and the aquatic Air Pocket come from that attunement. The Elementalist is the profession with the second most flash skills, only surpassed by the Thief and his shadow step abilities. Lightning Flash teleports to an area and not a foe, you it will be a good getaway skill from Rangers and Warrior with their leap skills.
User Gorani retreat.png Retreat Is a technique used to roll or jump directly backwards. Burning Retreat is the only retreat skill the Elementalist has, which of course is from the Fire Magic attunement. I am a little bit surprised there are not one or more skills to get away, but only the Thief has a big pool of retreat skills so far, other classes even lack the ability.
User Gorani knockdown.png Knockdown Is an effect caused by some skills which interrupts and causes the foe to be unable to move or use skills for a short duration. Knocked down foes fall to the ground. Knock downs are far less prominent in GW2 so far than in GW1 and seem to be almost Warrior exclusive. With three knockdown skills, Gale (Focus), Earthquake (Off.Dagger) and Meteor Shower (Staff), the Elementalist is the profession which takes the second place. With Glyph of Concentration the profession also has the only skill right now, that can prevent knockdowns.
User Gorani launch.png Launch Is an effect caused by some skills which interrupts and tosses a character into the air. Launch is the "reverse" knockdown and again, the Elementalist is in second place after the Warrior in having that movement altering effect. Updraft (Off Dagger) is the only normal skill from the Air Magic line, because Tornado, which launches foes is one of the elite skills and very limited because of the long recharge.
User Gorani float.png Float Is an underwater effect caused by some skills which forces the affected target(s) to move towards the surface. Actually, Air Bubble is the only aquatic skill in-game so far that causes enemies to move away towards the surface. No other profession can do that.
User Gorani sink.png Sink Is an underwater effect caused by some skills which forces the affected target(s) to move away from the surface. As with the float effect, the Elementalist leads the ranking of professions with only two skills, Rock Anchor and Under Current.


There are not many surprises about movement altering effects when the Elementalist is fighting on land. Other professions can do most of the things more often than him, but the Elementalist has a limited, but wide variety to chose from, which adds a lot to his versatility. Beneath the waves, the Elementalist is the master of movement control skills and able to separate dangerous foes from team mates or himself with the float & sink abilities. If you take into account the conditions he can cause (cripple, chilled, immobilize) or grant (swiftness), a good Elementalist can do even more to movement that meets the eyes on a first glance.