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|Minor Adept||Soothing Mist||You and nearby allies recover health while you are attuned to water.|
|Major Adept||Soothing Ice||20||Gain regeneration and frost aura when critically hit.|
|Major Adept||Piercing Shards||Vulnerability you inflict has increased duration. Deal increased damage to vulnerable foes. Damage bonus is doubled while attuned to water.|
|Major Adept||Stop, Drop, and Roll||10||Dodging removes burning and chilled from nearby allies.|
|Minor Master||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.
|Major Master||Soothing Disruption||Cantrips gain reduced recharge and grant boons.|
|Major Master||Cleansing Wave||Remove conditions from nearby allies when attuning to water.|
|Major Master||Flow like Water||Deal increased damage when your health is above the threshold. Blocking or evading an attack heals you.|
|Minor Grandmaster||Aquamancer's Training||Increase healing to other allies. Water-weapon skills gain reduced recharge.|
|Major Grandmaster||Cleansing Water||Cleanse conditions from allies you grant regeneration to.|
|Major Grandmaster||Powerful Aura||Any aura you grant yourself is granted to nearby allies.|
|Major Grandmaster||Soothing Power||Soothing Mist is more effective.|
- See also: List of elementalist traits
For a detailed specialization history, see here.