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Introduction ||.. ..||2. History ||.. ..||3. Elementalist Basics ||.. ..||4. Elementalist Attributes ||.. ..||5. Pre-searing ||.. ..||6. PvP ||.. ..||7. Secondary Profession ||.. ..||8. Elementalist as a Secondary Profession ||.. ..||9. Choosing Your Element ||.. ..||10. Choosing Your Weapon ||.. ..||11. Tactics ||.. ..||12. Skills ||.. ..||13. Overview ||.. ..||14. To do ||.. ..||15. Credits ||.. ..||16. Legal ||.. ..\======================================================================//.. //==========================================================================\ ||1. Introduction || \==========================================================================// Hi. Elementalists are known as the primary "Dark/Black" mages (basically damage dealing mages) of the game. (If you wanted to be a "Red" mage, become a Mesmer, "White" mage, become a monk, and the melee classes are self-explanatory.) Elementalists have the option of chosing 4 different elements (fire, water, air, earth) for their spells. That's basically a tiny it for Elementalists, but there is much more to them than just this. Contact info! AIM: Kiunu E-mail: bahn.owns@gmail.com GW: Bahn Sama //==========================================================================\ ||2. History || \==========================================================================// 5/13/05 Version 0.123 -Changed dhl to dlh (Oops) on site list 5/11/05 Version 0.122 -Added a new site to the list of permitted sites 5/10/05 Version 0.121 -Added a new site to the list of permitted sites 5/9/05 Version 0.12 -Added "Choosing Your Weapon" section -Added "Choosing Your Element" section -Gave up trying to center the stuff in headers -Changed stuff from tabbing to spacing -Added one site to list and fixed a blank site 5/8/05 Version 0.11 -More Descriptive History -Added 3 sites to allowed list -Changed gwonline.com to gwonline.net (baaah) 5/7/05 Version 0.1 -Basic Structure, preliminary stuff. //==========================================================================\ ||3. Elementalist Basics || \==========================================================================// So there are 4 elements, right? Each govern a different area of your type of Magic, Fire, Water, Earth, and Air. Each of these different types give you different types of skills, which vary from each other greatly. Your third thing to remember is Energy Storage. Energy Storage has only 3 spells that branch off of it, but you gain 3 more energy for each skill point you invest in here. //==========================================================================\ ||4. Elementalist Attributes || \==========================================================================// Energy Storage- Gives you 3 energy per each skill level, and improves the skills that branch off of this. Air Magic- Improves air magic. Earth Magic- Improves earth magic. Fire Magic- Improves fire magic. Water Magic- Improves water magic. (duh) //==========================================================================\ ||5. Pre-searing || \==========================================================================// Unless you've this is your second character, or you've done your homework, you may not know you start out in a land many call Pre-searing or Pre-apocalypse. This is your tutorial ground, and you learn many of your basic skills here. This place is basically the "noob" grounds, and is there to help you learn the game. There are a few things to know for Elementalists, as well as other classes in there. If you have Elementalist as your primary, or the job you chose at the beginning, you will start with the skills Flare and Aura of Restoration. Through a few missions you find in various places, you will gain Fire Storm, Glyph of Lesser Energy, Ward Against Melee, and Ressurection Signet. I have yet to find where Ward Against Melee is, but I've been informed it is in Pre-searing. To get Fire Storm and Glyph of Lesser Energy, find your way to Wizard's Folley, an ice mountain. You have to get to the middle to talk to a person which grants you the spells, but in return you must ward off some elementals. To get Lightning Javelin and Blinding Flash, you must go to Foible's Fair and take a quest from one of the NPCs in there. To get the Ressurection Signet, talk to the person standing in the Altar (outside Ascalon) in which you are revived when you die. The person will tell you to go inside town and get an ally and come back out. I advise you to do as many quests as you can possibly find around here, and get up to AT LEAST level 7 before taking up a Charr Mission, which Sir Tydus warns you there "is no going back." //==========================================================================\ ||6. PvP || \==========================================================================// Not very many people use Elementalists in PvP, since you have virtually no armor and are killed easily (compared to warriors). You can mix your defensive earth or water spells into your offensive mix, but it'll weaken you greatly. You could just try and boom everything, but if your booms aren't successful, you'll be in a lot of trouble, as they can come up and kill you easily. AoE is a definate yes around here, as it can deal a lot of damage to a lot of people if they're unluckily bunched up. You can hex with water, but if you were to do that, being a Mesmer is easier. You could just sit and penetrate armor of the Warriors/whatever with your Air magic, but like I said, not very many people use Elementalists in PvP. //==========================================================================\ ||7. Secondary Profession || \==========================================================================// Remember, everyone has their own opinion and I won't tell you that you absolutely cannot play (insert class here), but not very many people find it appealing, and you may not either later in the game. Mesmer - A definate Yes. I chose this as my secondary profession, although some people may disagree. It has some great hexes, defensive, and offensive spells to aid your spell-casting needs. Monk - Another yes. You can use only a few spells, but they'll come in handy. Ressurection will appeal to most people, and you can heal yourself when you're hurt. Necromancer - The third yes. You can leech health off of people, and still come back with hordes of undead and hexes. This gets scary around multiple enemies, though, but you should be able to ward them off with your Elementalist AoE skills. Ranger - Okay, you're getting wavy there. Rangers have ranged attacks (duh), but they don't add a variety of spells to your spell-casting pool, except for the ones that deal with bows. You can try it, but I won't guarantee it works. Warrior - No. As much as a spell-caster with a sword may seem cool, it doesn't work. Warriors have to be close to the enemy to attack, but that's where most Elementalists die (unless you just boom everything). Stances also help you, but I still feel like you would get hurt a lot and die VERY quickly. //==========================================================================\ ||8. Elementalist as a Second Profession || \==========================================================================// Elementalists can fit into most classes quite easily. There are a few classes that would benefit more from it, and some that would benefit less. Mesmer - Yes. Gives offense, defense, or hexing skills. Skills cost a bit, and Mesmers don't have THAT much energy to spare. Monk - Yes. Gives offense, and you could use that when you're not frantically healing your dying warriors. Necromancer - Yes. Basically the same as Mesmer, except you might want to lean more towards hexes here. Ranger - Ehh.. Maybe. Long-ranged spells for offense can compliment your bows, but you already have bow skills. Defensive skills could help you take some blows, but your magic is limited and that takes away the job of Warriors. Warrior - Ehh, maybe. You have really low mp for magic skills, but you could use the extra defensive boost from Earth Magic, or offensive magic when someone else is taking the blows. //==========================================================================\ ||9. Choosing Your Element || \==========================================================================// The type of Elementalist you are weights heavily on your primary or secondary job and the type of element you chose to wield. Most people stay in one specific element, because being a jack-of-all-trades just makes you a useless hunk of flesh, as your skills are notably weaker than others your level. Since this is literally what everyone does, the game has specific armor (which doesn't relate to your magic, but what kind of magic you can resist,) that can name your special element. Pyromancers are fire, Hydromancers are water, Geomancers are earth, and Aeromancers are air. You only get to see Elementalist gear (a generic set for all Elementalists) before searing, so don't fret if you don't see the type of armor I listed here. Also, as I've noted here before, each element gives you different types of skills. If you want to be generic, be a Pyromancer, a heavy DoT dealer, or just a boomer. If you want to have a Mesmer or Necromancer as your primary or secondary job, you can either be a Pyromancer, or a Hydromancer. If you're a Hydromancer, your hexes will mix in very well to your current mix of hexes, and water magic also gives you a few notable offensive and defensive skills. The not-so-popular elements are air and earth. I've seen great Geomancers at work in PvP, as they can live almost as long as a Warrior/Monk with their great defense. I have yet to see one soul be an Aeromancer, and I don't know how well they function yet. They can pierce armor, which is a plus against Warriors. They can blind, which is a plus against Rangers. They can also knock down, which is a plus against spell-casters. I don't see why more people become Aeromancers, as they can be multi-purpose damage dealer. In most cases, however, people see Elementalists as Pyromancers, meaning they exist just for the purpose of damage dealing. You can catch some people off- guard if you're not a Pyromancer, but show to them you have your perfectly good reasoning for not being generic! //==========================================================================\ ||10. Choosing Your Weapon || \==========================================================================// So now that you've got your basic character down, you have to choose your weapons. There are two main types of weapons for pure spell-casters, wands and staves (no not staffs, but staves). There are also other ones for a kind of "hybrid" spell-caster, such as Cestas for Necromancers, but since Elementalists don't have those for primaries, I won't go in to that right now. Wands are the main choice of most Elementalists, as it is a long ranged attack, and most give you some sort of bonus for spell-casters, while leaving the other hand for your nifty artifact. Staves are -very- unpopular, as they take up both hands, and I have yet to seen a staff that gives you a better bonus than having a wand and an artifact, other than it's high damage (compared to wands, but don't think it's high. You can't out-damage a Warrior with those alone =P). Most wands and staves have their own individual element attached to them, such as a Fire Wand. It doesn't matter what type of wand or staff you use, as long as you can use it. You'll find that most good wands and staves, later in the game, have certain skill level requirements to be able to be used as stated, and it may be a good idea to meet the requirements ;). If you have a secondary or primary job that uses different weapons, go ahead and use them. It's not as if wands are that important to the Elementalist, as most of the time is used casting spells. Having a different weapon, such as a bow, lets you rest a bit between spells and still keep a damage output. Remember to use the weapon that you meet the requirements for. Now for the second hand. Most Elementalists use an artifact (such as a flame artifact or scroll) that compliments their element. Just as wands and staves are, they have skill level requirements later in the game, and it would be a good idea to meet the requirements stated by it. If you have a primary or secondary job that uses a different second hand armor/weapon piece, you may choose to use it, or not. To me, spell-casting classes have greater boosts from their second hand than melee classes, as a shield usually doesn't have many effects relating to melee classes (such as just plain old defense). If you want to, however, use them, there's nothing wrong with that, but in my mind, artifacts suit you better. //==========================================================================\ ||11. Tactics || \==========================================================================// Okay, now the reason why I didn't put this in with the PvP Section is that this part doesn't just affect PvP. It also affects PvE. Like I said thousands of times, your role is determined by the magic you use. Fire Elementalists tend to dish out most of the damage, but they stay back away from the enemies, just as a good ranger or monk should do. Fire Elementalists can also run in from time to time to boom the enemy, but you should only boom when the enemy is almost dead, or the enemy is coming to you. Either way, there's only a few times where you should boom the enemy, and it shouldn't be used as a main attack. The main attacks a Fire Elementalist should use are Flare, Fire Attunement, Rodgort's Invocation, and a few other fire spells that you may find useful. Water Elementalists tend to have Necromancer or Mesmer as their primary or secondary job. Why? the hexes compliment each other. More hexes is always a good idea, especially when you can shatter them (Mesmer skill: Shatter Delusions) when they're about to die and give them the finishing blow. Necromancers also have a variety of hexes, and more shouldn't hurt it. Air Elementalists tend to attack the enemies that tank the damage, and run up directly and attack you. These are the Warrior classes, and as Air magic can penetrate armor, it makes them almost as weak as the people behind them. Earth Elementalists can sometimes tank, but it's very risky. They usually tank and stand right in the middle of their AoE's or just do direct combat (using their skills, of course,) against the enemy. Some people may have other preferences for elements, but these are the main, generic ones. //==========================================================================\ ||12. Skills || \==========================================================================// Take a deep breath, and... () denotes rises/lowers with skill level Sorted by attribute, A-Z NOTE: I would use the beta info, except half of it has been changed. Please contact me if you have information! Air--------------------------------------------------------------------------- Air Attunement Description: For the next (36+) seconds, you are attuned to Air. You gain 20% of the energy cost of the spell each time you use Air Magic. Energy Usage 10 Skill Type: Enhancement . Cooldown Time: 60 seconds Casting Time: 2 second(s) Gained at: ? Blinding Flash Description: Target enemy is Blinded. Energy Usage 15 Skill Type: Spell . Cooldown Time: 20 seconds Casting Time: 1 second Gained at: Foible's Fair [Pre-searing] Chain Lightning Description: Target enemy and up to two other enemies near your target are struck for (14+) lightning damage. This spell causes Exhaustion. Energy Usage 25 Skill Type: Spell . Cooldown Time: 15 seconds Casting Time: 4 seconds Gained at: ? Conjure Lightning Description: For the next 45 seconds, your attacks gain a bonus to hit and deal an additional (3+) lightning damage. Energy Usage 15 Skill Type: Enchancement . Cooldown Time: 45 seconds Casting Time: 3 seconds Gained at: ? Enervating Charge Description: Target foe is struck for (7+) lightning damage and suffers from Weakness. With Air Magic 4 or less, this spell has a 50% chance to fail. Energy Usage 10 Skill Type: Spell . Cooldown Time: 8 seconds Casting Time: 1 second Gained at: ? Gale Description: Knock down target enemy. This spell causes Exhaustion. Energy Usage 5 Skill Type: Spell . Cooldown Time: 10 seconds Casting Time: 1 second Gained at: ? Glimmering Mark [Elite] Description: For the next (8+) seconds, whenever target foe suffers lightning damage, that foe and all adjacent foes suffer from Blindness. Energy Usage 10 Skill Type: Hex . Cooldown Time: 15 seconds Casting Time: 2 seconds Gained at: ? Lightning Description: Strike target enemy for (14+) lightning damage. Energy Usage 10 Skill Type: Spell . Cooldown Time: 5 seconds Casting Time: 2 seconds Gained at: ? Lightning Javelin Description: Send out a Lightning Javelin that strikes for () lightning damage if it hits. if Lightning Javelin strikes an attacking enemy, that enemy is interrupted. Energy Usage 10 Skill Type: Spell . Cooldown Time: 4 seconds Casting Time: 1 second Gained at: Foible's Fair [Pre-searing] Lightning Orb Description: Description: Lightning Orb flies toward target enemy and strikes for (20+) lightning damage if it hits. Energy Usage 15 Skill Type: Spell . Cooldown Time: 5 seconds Casting Time: 2 seconds Gained at: ? Lightning Surge [Elite] Description: After 3 seconds, target foe is knocked down and struck for (20+) lightning damage. This spell causes Exhaustion. Energy Usage 10 Skill Type: Hex . Cooldown Time: 10 seconds Casting Time: 2 seconds Gained at: ? Lightning Touch Description: Target touched foe and all adjacent foes are struck for (8+) lightning damage. Energy Usage 10 Skill Type: Spell . Cooldown Time: 10 seconds Casting Time: 1 second Gained at: ? Mind Shock Description: If you have more energy than target foe, that foe suffers (10+) lightning damage and is knocked down. This spell causes Exhaustion. Energy Usage 5 Skill Type: Spell . Cooldown Time: 10 seconds Casting Time: 1 second Gained at: ? Shock Description: Stun and strike target touched enemy for (10+) lightning damage. Energy Usage 10 Skill Type: Spell . Cooldown Time: 10 seconds Casting Time: 1 second Gained at: Temple of Ages Fisherman's Haven Thunderclap [Elite] Description: For the next (8+) seconds, the next time target foe is struck for lightning damage, that foe and adjacent foes are knocked down, and Thunderclap has a 33% chance of expiring. Energy Usage 10 Skill Type: Spell . Cooldown Time: 15 seconds Casting Time: 2 seconds Gained at: ? Whirlwind Description: All adjacent enemies suffer (20+) cold damage. Attacking enemies struck by Whirlwind are knocked down. Energy Usage 10 Skill Type: Spell . Cooldown Time: 20 seconds Casting Time: 1 second Gained at: ? Windborne Speed Description: For the next (5+) seconds, target ally moves faster than normal. This spell causes Exhaustion. Energy Usage 10 Skill Type: Spell . Cooldown Time: 5 seconds Casting Time: 1 second Gained at: ? Earth ------------------------------------------------------------------------ Aftershock Description: Nearby enemies take (26+) damage. Knocked down characters suffer 10+ additional damage. Energy Usage 10 Skill Type: Spell . Cooldown Time: 10 seconds Casting Time: 1 second Gained at: ? Armor of Earth Description: You gain (24+) armor, but move 50%- slower than normal. Energy Usage 10 Skill Type: Enhancement . Cooldown Time: 30 seconds Casting Time: 1 second Gained at: ? Crystal Wave Description: Enemies near you are stuck for (20) damage, but are cured of any negative "Conditions." This spell ignores armor and magic resistance. Energy Usage 10 Skill Type: Spell . Cooldown Time: 20 seconds Casting Time: 1 second Gained at: ? Earth Attunement Description: For the next (36+) seconds, you are attuned to Earth. You gain 20% of the energy cost of the spell each time you use Earth Magic. Energy Usage 10 Skill Type: Enhancement . Cooldown Time: 60 seconds Casting Time: 2 seconds Gained at: ? Earthquake Description: You invoke an Earthquake at target enemy's location. All enemies in that area are knocked down and are struck for (12+) earth damage. This spell causes Exhaustion. Energy Usage 40 Skill Type: Spell . Cooldown Time: 15 seconds Casting Time: 3 seconds Gained at: ? Eruption Description: Cause an Eruption at target enemy's location. For the next 5 seconds, enemies near this location are struck for (5+) earth damage each second. When Eruption ends, enemies in the area of effect are Blinded. Energy Usage 40 Skill Type: Spell . Cooldown Time: 30 seconds Casting Time: 3 seconds Gained at: ? Grasping Earth Description: Target touched foe is slowed dramatically for (8+) seconds but gains +24 Armor. Energy Usage 10 Skill Type: Hex . Cooldown Time: 30 seconds Casting Time: 1 second Gained at: ? Iron Mist Description: For the next (4+) seconds, target foe is trapped in a mist of iron, unable to move. That foe gains immunity to damage from all sources except lightning. This spell causes Exhaustion. Energy Usage 10 Skill Type: Hex . Cooldown Time: 30 seconds Casting Time: 2 seconds Gained at: ? Kinetic Armor Description: For the next 8 seconds, you gain (40+) armor against physical damage. Each time you cast a spell, Kinetic Armor is renewed for X seconds. (50% failure chance with Earth Magic 4 or less.) Energy Usage 15 Skill Type: Enhancement . Cooldown Time: 60 seconds Casting Time: 3 seconds Gained at: ? Magnetic Aura Description: For the next (8+) seconds, Magnetic Aura has a 75% chance to "block" melee attacks made against you. Energy Usage 10 Skill Type: Enhancement . Cooldown Time: 30 seconds Casting Time: 1 second Obsidian Flame Description: Deal (20+) damage to target foe. This spell ignores armor but causes Exhaustion. Energy Usage 10 Skill Type: Spell . Cooldown Time: 5 seconds Casting Time: 2 seconds Gained at: ? Obsidian Flesh [Elite] Description: For the next (8+) seconds, you take reduced damage from physical attacks and cannot be the target of spells, but move more slowly. Energy Usage 10 Skill Type: Enhancement . Cooldown Time: 30 seconds Casting Time: 1 second Gained at: ? Stone Daggers Description: You send out two Stone Daggers. Each Stone Dagger strikes for (3+) earth damage if it hits. Energy Usage 5 Skill Type: Spell . Cooldown Time: 4 seconds Casting Time: 1 second Gained at: ? Stoning Description: You send a flurry of stones to at target foe. The stones strike for (20+) earth damage if they hit. Energy Usage 15 Skill Type: Spell . Cooldown Time: 5 seconds Casting Time: 1 second Gained at: ? Ward Against Elements [Elite] Description: For the next (8+) seconds, allies within 25 feet of this location gain +24 AL against elemental damage. Energy Usage 15 Skill Type: Spell . Cooldown Time: 30 seconds Casting Time: 3 seconds Gained at: ? Ward Against Foes Description: You create a Ward Against Foes at your current location. For the next (8+) seconds, enemies in this area move 50% slower. (Radius 39 feet.) Energy Usage 10 Skill Type: Spell . Cooldown Time: 30 seconds Casting Time: 3 seconds Gained at: ? Ward Against Melee Description: You create a Ward Against Melee at your current location. For the next (8+) seconds, enemies in this area have a 50% chance to miss with melee attacks. (Radius 39 feet.) Energy Usage 10 Skill Type: Spell . Cooldown Time: 30 seconds Casting Time: 3 seconds Gained at: ? Fire-------------------------------------------------------------------------- Conjure Flame Description: For the next 45 seconds, your attacks gain a bonus to hit and deal an additional (3+) fire damage. Energy Usage 10 Skill Type: Enhancement . Cooldown Time: 45 seconds Casting Time: 2 seconds Gained at: ? Fire Attunement Description: For the next 36+ seconds, you are attuned to Fire. You gain 20% of the energy cost of the spell each time you use Fire Magic. Energy Usage 10 Skill Type: Enhancement . Cooldown Time: 60 seconds Casting Time: 2 seconds Gained at: ? Fire Storm Description: For the next 10 seconds, the area around target enemy is bombarded with a rain of fire that deals (8+) damage each second. Energy Usage 15 Skill Type: Spell . Cooldown Time: 30 seconds Casting Time: 4 seconds Gained at: Pre-searing Fireball Description: Fireball flies toward target foe and explodes on impact, dealing (20+) fire damage in an area. Energy Usage 15 Skill Type: Spell . Cooldown Time: 10 seconds Casting Time: 3 seconds Gained at: ? Flame Burst Description: All nearby enemies are struck by jets of flame for 15+ fire damage. Energy Usage 15 Skill Type: Spell . Cooldown Time: 5 seconds Casting Time: 1 second Gained at: ? Flare Description: Flare flies toward target foe, striking for (5+) fire damage if it hits. Energy Usage 5 Skill Type: Spell . Cooldown Time: 0 seconds Casting Time: 1 second Gained at: Pre-searing Immolate Description: Target enemy suffers 10+ fire damage and is set on fire. Energy Usage 10 Skill Type: Spell . Cooldown Time: 10 seconds Casting Time: 1 second Gained at: ? Incendiary Bonds Description: After 3 seconds, target foe and nearby foes suffer (2+) fire damage and are set on fire. Energy Usage 10 Skill Type: Spell . Cooldown Time: 10 seconds Casting Time: 2 seconds Gained at: ? Inferno Description: Deal 24+ fire damage to nearby enemies. Energy Usage 10 Skill Type: Spell . Cooldown Time: 20 seconds Casting Time: 1 second Gained at: ? Lava Font Description: For the next 5 seconds, enemies near this location are struck by (8+) fire damage. Energy Usage 10 Skill Type: Spell . Cooldown Time: 4 seconds Casting Time: 2 seconds Gained at: ? Mark of Rodgort Description: For the next (8+) seconds, any time target foe is struck for fire damage, that foe is set on fire. Energy Usage 25 Skill Type: Hex . Cooldown Time: 20 seconds Casting Time: 2 seconds Gained at: ? Meteor Description: Call down a firey meteor on your target foe. The meteor explodes, dealing (20+) damage and knocking down anyone it hits. This spell causes Exhaustion. Energy Usage 25 Skill Type: Spell . Cooldown Time: 30 seconds Casting Time: 3 seconds Gained at: ? Meteor Shower Description: Exploding meteors strike the area near your target. Each deals (20+) damage and knocks down anyone it hits. This spell causes Exhaustion. Energy Usage 25 Skill Type: Spell . Cooldown Time: 120 seconds Casting Time: 5 seconds Gained at: ? Mind Burn [Elite] Description: If you have more energy than target foe, that foe suffers (10+) fire damage and is set on fire. This spell causes exhaustion. Energy Usage 10 Skill Type: Spell . Cooldown Time: 15 seconds Casting Time: 1 second Gained at: ? Phoenix Description: A firey phoenix rises at your location, burning nearby foes for (15+) fire damage, and flies out to your target, exploding on impact for an additional (20+) fire damage. Energy Usage 15 Skill Type: Spell . Cooldown Time: 15 seconds Casting Time: 3 seconds Gained at: ? Rodgort's Invocation Description: You invoke the power of Rodgort at target enemy's location. All enemies in that area are struck for (20+) fire damage and are set on fire. Energy Usage 40 Skill Type: Spell . Cooldown Time: 15 seconds Casting Time: 5 seconds Gained at: ? Searing Heat Description: Cause Searing Heat at target enemy's location. For the next 5 seconds, enemies near this location are struck for (8+) fire damage each second. When Searing Heat ends, enemies in the area of effect are set on fire. Energy Usage 25 Skill Type: Spell . Cooldown Time: 30 seconds Casting Time: 3 seconds Gained at: ? Water------------------------------------------------------------------------- Armor of Frost Description: For the next (10+) seconds, you gain +40 armor against physical damage, but -24 armor against Fire. Armor of Frost ends if you use any Fire Magic. Energy Usage 5 Skill Type: Enhancement . Cooldown Time: 45 seconds Casting Time: 1 second Gained at: ? Armor of Mist Description: For the next (8+) seconds, you cannot be the target of spells. This effect ends if you attack or cast any spells. Energy Usage 25 Skill Type: Enhancement . Cooldown Time: 30 seconds Casting Time: 3 seconds Gained at: ? Blurred Vision Description: For the next (8+) seconds, target enemy and enemies within 13 feet are hexed with Blurred Vision. While hexed, these enemies have a 50% chance to miss with attacks. Energy Usage 15 Skill Type: Hex . Cooldown Time: 10 seconds Casting Time: 1 second Gained at: ? Conjure Frost Description: For the next 45 seconds, your attacks gain a bonus to hit and deal an additional (3+) cold damage. Energy Usage 5 Skill Type: Enhancement . Cooldown Time: 45 seconds Casting Time: 1 second Gained at: ? Deep Freeze Description: You cause a Deep Freeze at target enemy's location. All enemies in that area are struck for 12+ cold damage. For the next 10 seconds, all enemies move 50% slower than normal. Energy Usage 40 Skill Type: Hex . Cooldown Time: 15 seconds Casting Time: 3 seconds Gained at: ? Frozen Burst Description: Enemies adjacent to you are struck for (10+) cold damage and are slowed for (5+) seconds. Energy Usage 15 Skill Type: Hex . Cooldown Time: 30 seconds Casting Time: 1 second Gained at: ? Ice Prison Description: Target foe's legs are encased in ice, dramatically decreasing their movement rate. This effect ends if target takes fire damage. Energy Usage 10 Skill Type: Hex . Cooldown Time: 30 seconds Casting Time: 2 seconds Gained at: ? Ice Spear Description: Ice Spear flies toward target foe, striking for (5+) cold damage if it hits. Ice Spear has half the normal spell range. Energy Usage 5 Skill Type: Spell . Cooldown Time: 3 seconds Casting Time: 1 second Gained at: ? Ice Spikes Description: Target and nearby foes suffer (10+) cold damage and are slowed for 2+ seconds. Energy Usage 15 Skill Type: Hex . Cooldown Time: 15 seconds Casting Time: 2 seconds Gained at: ? Maelstrom Description: Create a Maelstrom at target enemy's location. For the next 10 seconds, enemies in that area are struck for (5+) cold damage each second. Maelstrom interrupts spell-casting when it hits. Energy Usage 25 Skill Type: Spell . Cooldown Time: 30 seconds Casting Time: 4 seconds Gained at: ? Mind Freeze [Elite] Description: If you have more energy than target foe, that foe suffers (10+) cold damage and moves 50% slower for (2+) seconds. This spell causes Exhaustion. Energy Usage 10 Skill Type: Hex . Cooldown Time: 15 seconds Casting Time: 1 second Gained at: ? Mist Form [Elite] Description: For the next (8+) seconds, you cannot take or deal physical damage. Energy Usage 10 Skill Type: Enchantment . Cooldown Time: 20 seconds Casting Time: 2 seconds Gained at: ? Rust Description: For the next (6+) seconds, target enemy takes 3 times as long to activate their "Signet" rings. Energy Usage 5 Skill Type: Enhancement . Cooldown Time: 45 seconds Casting Time: 2 seconds Gained at: ? Shard Storm Description: Projectile deals 10..46 damage and slows the targets movement for (2+) seconds. Energy Usage 10 Skill Type: Spell . Cooldown Time: 10 second Casting Time: 1 seconds Gained at: ? Ward Against Harm [Elite] Description: Create a Ward Against Harm here. For the next (8+) seconds, allies within 25' have (12+) AL against fire damage and (12+) AL against other damage. Energy Usage 15 Skill Type: Spell . Cooldown Time: 30 seconds Casting Time: 3 seconds Gained at: ? Water Attunement Description: For the next (36+) seconds, you are attuned to Water. You gain 20% of the energy cost of the spell each time you use Water Magic. Energy Usage 10 Skill Type: Enhancement . Cooldown Time: 60 seconds Casting Time: 2 seconds Gained at: ? Water Trident [Elite] Description: Send out a Water Trident at target foe. Water Trident strikes for (10+) cold damage if it hits. If it hits a moving foe, that foe is knocked down. Energy Usage 10 Skill Type: Spell . Cooldown Time: 3 seconds Casting Time: 1 second Gained at: ? Watery Aura Description: For the next (5+) seconds, Watery Aura has a 75% chance to "deflect" arrows and magical projectiles that would strike you. Energy Usage 25 Skill Type: Enhancement . Cooldown Time: 30 seconds Casting Time: 1 second Gained at: ? Other-------------------------------------------------------------------------- Aura of Restoration Description: For the next 30 seconds, you are healed for (150%+) of the energy cost each time you cast a spell. Energy Usage 10 Skill Type: Enhancement . Cooldown Time: 30 seconds Casting Time: 1 second Gained at: Pre-searing Elemental Attunement Description: For the next 45 seconds, you are attuned to Air, Fire, Water and Earth. You gain 20% of the energy cost of the spell each time you use magic associated with any of those elements. Energy Usage 10 Skill Type: Enhancement . Cooldown Time: 60 seconds Casting Time: 2 seconds Gained at: ? Ether Prodigy [Elite] Description: For the next (36+) seconds, you gain 2 energy regeneration. If you reach maximum energy, Ether Prodigy ends and you suffer 70 damage. This spell causes Exhaustion. Energy Usage 5 Skill Type: Enchantment . Cooldown Time: 60 seconds Casting Time: 3 seconds Gained at: ? Ether Renewal [Elite] Description: For the next (6+) seconds, each time you cast a spell, you gain 2 energy for each "Enchantment" on you. Energy Usage 10 Skill Type: Enchantment . Cooldown Time: 20 seconds Casting Time: 2 seconds Gained at: ? //==========================================================================\ ||13. Overview || \==========================================================================// Ok, so now you know that Elementalists are very flexible. What you can do depends on which skills you invest in. You still have to remember, the majority of Elementalists are Fire Elementalists and those are damage-dealing Elementalists. Many people see Elementalists as -just- damage dealing classes, and that is not true. All you have to do is just try out a new build, and see how far you can go. I've personally seen Earth Elementalists going head-on and killing Warriors in PvP. Basically, Elementalists are the ones who can be whoever they like. =D //==========================================================================\ ||14. To Do || \==========================================================================// 1. Finish all "Gained At: " for skills 2. Brush up on Tactics 3. Write in-depth parts for each element 4. Complimenting Skills 5. Complimenting Primary and Secondary job skills 6. Make everything more extensive 7. Confirm Everything 8. Write "FAQ" part //==========================================================================\ ||15. Credits || \==========================================================================// http://www.gamefaqs.com <-duh http://www.gwonline.net <-very nice site http://www.guild-hall.net <-another very nice site The Guild Wars staff for making a great non-monthly fee online game. Others who helped me out as a noob Various people I've tested Elementalist builds on in PvP To you, for reading this! Woo! //==========================================================================\ ||16. Legal || \==========================================================================// This FAQ was written by The 12eturn, also known as Evera, Kiunu, Bahn on other sites, and Bahn Sama on Guild Wars. The only sites currently allowed to use this FAQ is http://www.gamefaqs.com and the guild site of "Legends of Lore," which is currently in progress. Other sites may use this FAQ if they credit me, GameFAQs, and "Legends of Lore." You may only use it if you get direct permission from me. Sites that have gained rights to post this FAQ (as of 5/9/05) 1.http://www.cheathappens.com 2.http://www.cheatchannel.com 3.http://www.cheatbook.de 4.http://www.neoseeker.com 5.http://www.dlh.net 6.http://www.supercheats.com Contact info again! AIM: Kiunu E-mail: bahn.owns@gmail.com GW: Bahn Sama (C) 2005 The 12eturn