Water
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Water is a core specialization of the elementalist that focuses on use of water magic and defensive tactics, as well as exploiting Vulnerability on foes.
Tier | Trait | ![]() |
Description |
---|---|---|---|
Minor Adept | ![]() |
You and nearby allies recover health while you are attuned to water. | |
Major Adept | ![]() |
20 | Gain regeneration and frost aura when critically hit. |
Major Adept | ![]() |
Vulnerability you inflict has increased duration. Deal increased damage to vulnerable foes. Damage bonus is doubled while attuned to water. | |
Major Adept | ![]() |
10 | Dodging removes burning and chilled from nearby allies. |
Minor Master | ![]() |
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 | ![]() |
Cantrips gain reduced recharge and grant boons. | |
Major Master | ![]() |
Remove conditions from nearby allies when attuning to water. | |
Major Master | ![]() |
Deal increased damage when your health is above the threshold. Blocking or evading an attack heals you. | |
Minor Grandmaster | ![]() |
Increase healing to other allies. Water-weapon skills gain reduced recharge. | |
Major Grandmaster | ![]() |
Cleanse conditions from allies you grant regeneration to. | |
Major Grandmaster | ![]() |
Any aura you grant yourself is granted to nearby allies. | |
Major Grandmaster | ![]() |
Soothing Mist is more effective. |
- See also: List of elementalist traits
Version history[edit]
For a detailed specialization history, see here.